Spawn.h 40 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_SPAWN__
  17. #define __EQ2_SPAWN__
  18. #include "../common/types.h"
  19. #include "../common/EQPacket.h"
  20. #include "../common/EQ2_Common_Structs.h"
  21. #include "../common/MiscFunctions.h"
  22. #include "../common/opcodemgr.h"
  23. #include "../common/timer.h"
  24. #include "Commands/Commands.h"
  25. #include "Zone/position.h"
  26. #include "SpawnLists.h"
  27. #include <vector>
  28. #include "../common/ConfigReader.h"
  29. #include "Items/Items.h"
  30. #include "Zone/map.h"
  31. #include "Zone/region_map.h"
  32. #include "Zone/region_map_v1.h"
  33. #include "../common/Mutex.h"
  34. #include "MutexList.h"
  35. #include <deque>
  36. #include <memory> // needed for LS to compile properly on linux
  37. #define DAMAGE_PACKET_TYPE_SIPHON_SPELL 0x41
  38. #define DAMAGE_PACKET_TYPE_SIPHON_SPELL2 0x49
  39. #define DAMAGE_PACKET_TYPE_MULTIPLE_DAMAGE 0x80
  40. #define DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE 0xC0
  41. #define DAMAGE_PACKET_TYPE_SPELL_DAMAGE 0xC1
  42. #define DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG 0xC4
  43. #define DAMAGE_PACKET_TYPE_SPELL_CRIT_DMG 0xC5
  44. #define DAMAGE_PACKET_TYPE_SPELL_DAMAGE2 0xC8
  45. #define DAMAGE_PACKET_TYPE_SPELL_DAMAGE3 0xC9
  46. #define DAMAGE_PACKET_TYPE_RANGE_DAMAGE 0xE2
  47. #define DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG 0xE3
  48. #define DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG2 0xEA
  49. #define DAMAGE_PACKET_RESULT_NO_DAMAGE 0
  50. #define DAMAGE_PACKET_RESULT_SUCCESSFUL 1
  51. #define DAMAGE_PACKET_RESULT_MISS 4
  52. #define DAMAGE_PACKET_RESULT_DODGE 8
  53. #define DAMAGE_PACKET_RESULT_PARRY 12
  54. #define DAMAGE_PACKET_RESULT_RIPOSTE 16
  55. #define DAMAGE_PACKET_RESULT_BLOCK 20
  56. #define DAMAGE_PACKET_RESULT_DEATH_BLOW 24
  57. #define DAMAGE_PACKET_RESULT_INVULNERABLE 28
  58. #define DAMAGE_PACKET_RESULT_RESIST 36
  59. #define DAMAGE_PACKET_RESULT_REFLECT 40
  60. #define DAMAGE_PACKET_RESULT_IMMUNE 44
  61. #define DAMAGE_PACKET_RESULT_DEFLECT 48
  62. #define DAMAGE_PACKET_RESULT_COUNTER 52
  63. #define DAMAGE_PACKET_RESULT_COUNTER_STRIKE 60
  64. #define DAMAGE_PACKET_RESULT_BASH 64
  65. #define DAMAGE_PACKET_DAMAGE_TYPE_SLASH 0
  66. #define DAMAGE_PACKET_DAMAGE_TYPE_CRUSH 1
  67. #define DAMAGE_PACKET_DAMAGE_TYPE_PIERCE 2
  68. #define DAMAGE_PACKET_DAMAGE_TYPE_HEAT 3
  69. #define DAMAGE_PACKET_DAMAGE_TYPE_COLD 4
  70. #define DAMAGE_PACKET_DAMAGE_TYPE_MAGIC 5
  71. #define DAMAGE_PACKET_DAMAGE_TYPE_MENTAL 6
  72. #define DAMAGE_PACKET_DAMAGE_TYPE_DIVINE 7
  73. #define DAMAGE_PACKET_DAMAGE_TYPE_DISEASE 8
  74. #define DAMAGE_PACKET_DAMAGE_TYPE_POISON 9
  75. #define DAMAGE_PACKET_DAMAGE_TYPE_DROWN 10
  76. #define DAMAGE_PACKET_DAMAGE_TYPE_FALLING 11
  77. #define DAMAGE_PACKET_DAMAGE_TYPE_PAIN 12
  78. #define HEAL_PACKET_TYPE_SIMPLE_HEAL 0
  79. #define HEAL_PACKET_TYPE_CRIT_HEAL 1
  80. #define HEAL_PACKET_TYPE_ABSORB 2
  81. #define HEAL_PACKET_TYPE_REGEN_ABSORB 4
  82. #define HEAL_PACKET_TYPE_SIMPLE_MANA 8
  83. #define HEAL_PACKET_TYPE_CRIT_MANA 9
  84. #define HEAL_PACKET_TYPE_SAVAGERY 16
  85. #define HEAL_PACKET_TYPE_CRIT_SAVAGERY 17
  86. #define HEAL_PACKET_TYPE_REPAIR 64
  87. #define HEAL_PACKET_TYPE_CRIT_REPAIR 65
  88. #define ARROW_COLOR_GRAY 0 // 3
  89. #define ARROW_COLOR_GREEN 1 // 1
  90. #define ARROW_COLOR_BLUE 2
  91. #define ARROW_COLOR_WHITE 3 // 3
  92. #define ARROW_COLOR_YELLOW 4 // 4
  93. #define ARROW_COLOR_ORANGE 5 // 5
  94. #define ARROW_COLOR_RED 6
  95. #define ACTIVITY_STATUS_ROLEPLAYING 1
  96. #define ACTIVITY_STATUS_ANONYMOUS 2
  97. #define ACTIVITY_STATUS_LINKDEAD 4
  98. #define ACTIVITY_STATUS_CAMPING 8
  99. #define ACTIVITY_STATUS_LFG 16
  100. #define ACTIVITY_STATUS_LFW 32
  101. #define ACTIVITY_STATUS_SOLID 64 //used by zone objects to remain solid
  102. #define ACTIVITY_STATUS_IMMUNITY_GAINED 8192
  103. #define ACTIVITY_STATUS_IMMUNITY_REMAINING 16384
  104. // WE ARE UNSURE OF THESE OLD CLIENT VALUES USED AS TEMP PLACEHOLDERS FOR NEWER CLIENTS
  105. #define ACTIVITY_STATUS_AFK 32768 // whats the real one?
  106. #define ACTIVITY_STATUS_MERCENARY_1188 1<<2
  107. #define ACTIVITY_STATUS_STATICOBJECT_1188 1<<3
  108. #define ACTIVITY_STATUS_MERCHANT_1188 1<<4
  109. #define ACTIVITY_STATUS_HIDEICON_1188 1<<9
  110. #define ACTIVITY_STATUS_INTERACTABLE_1188 1<<10
  111. #define ACTIVITY_STATUS_NOTARGET_1188 1<<11
  112. #define ACTIVITY_STATUS_ISTRANSPORT_1188 1<<12
  113. #define ACTIVITY_STATUS_SHOWHOUSEICON_1188 1<<13
  114. #define ACTIVITY_STATUS_LOOTABLE_1188 1<<14
  115. #define ACTIVITY_STATUS_INCOMBAT_1188 1<<15
  116. #define ACTIVITY_STATUS_AFK_1188 1<<16
  117. #define ACTIVITY_STATUS_ROLEPLAYING_1188 1<<17
  118. #define ACTIVITY_STATUS_ANONYMOUS_1188 1<<18
  119. #define ACTIVITY_STATUS_LINKDEAD_1188 1<<19
  120. #define ACTIVITY_STATUS_CAMPING_1188 1<<20
  121. #define ACTIVITY_STATUS_LFG_1188 1<<21
  122. #define ACTIVITY_STATUS_LFW_1188 1<<22
  123. #define ACTIVITY_STATUS_SOLID_1188 1<<23 //used by zone objects to remain solid
  124. #define ACTIVITY_STATUS_MENTORING_1188 1<<28
  125. #define ACTIVITY_STATUS_IMMUNITY_GAINED_1188 1<<30
  126. #define ACTIVITY_STATUS_IMMUNITY_REMAINING_1188 1<<31
  127. #define POS_STATE_KNEELING 64
  128. #define POS_STATE_SOLID 128 //used by most mobs to remaind solid (cant walk through them)
  129. #define POS_STATE_NOTARGET_CURSOR 256 //cant target and no cursor is displayed
  130. #define POS_STATE_CROUCHING 512
  131. #define MERCHANT_TYPE_NO_BUY 1
  132. #define MERCHANT_TYPE_NO_BUY_BACK 2
  133. #define MERCHANT_TYPE_SPELLS 4
  134. #define MERCHANT_TYPE_CRAFTING 8
  135. #define MERCHANT_TYPE_REPAIR 16
  136. #define MERCHANT_TYPE_LOTTO 32
  137. #define INFO_VIS_FLAG_INVIS 1
  138. #define INFO_VIS_FLAG_HIDE_HOOD 2
  139. #define INFO_VIS_FLAG_MOUNTED 4
  140. #define INFO_VIS_FLAG_CROUCH 8
  141. #define ENCOUNTER_STATE_NONE 0
  142. #define ENCOUNTER_STATE_AVAILABLE 1
  143. #define ENCOUNTER_STATE_BROKEN 2
  144. #define ENCOUNTER_STATE_LOCKED 3
  145. #define ENCOUNTER_STATE_OVERMATCHED 4
  146. #define ENCOUNTER_STATE_NO_REWARD 5
  147. using namespace std;
  148. class Spell;
  149. class ZoneServer;
  150. class Quest;
  151. struct LUAHistory;
  152. struct Cell;
  153. struct CellInfo {
  154. Cell* CurrentCell;
  155. int CellListIndex;
  156. };
  157. struct MovementData{
  158. float x;
  159. float y;
  160. float z;
  161. float speed;
  162. int32 delay;
  163. string lua_function;
  164. };
  165. struct BasicInfoStruct{
  166. sint32 cur_hp;
  167. sint32 max_hp;
  168. sint32 hp_base;
  169. sint32 cur_power;
  170. sint32 max_power;
  171. sint32 power_base;
  172. sint32 cur_savagery;
  173. sint32 max_savagery;
  174. sint32 savagery_base;
  175. sint32 cur_dissonance;
  176. sint32 max_dissonance;
  177. sint32 dissonance_base;
  178. sint16 assigned_aa;
  179. sint16 unassigned_aa;
  180. sint16 tradeskill_aa;
  181. sint16 unassigned_tradeskill_aa;
  182. sint16 prestige_aa;
  183. sint16 unassigned_prestige_aa;
  184. sint16 tradeskill_prestige_aa;
  185. sint16 unassigned_tradeskill_prestige_aa;
  186. int32 aaxp_rewards;
  187. };
  188. struct MovementLocation{
  189. float x;
  190. float y;
  191. float z;
  192. float speed;
  193. //int32 start_time;
  194. //int32 end_time;
  195. bool attackable;
  196. string lua_function;
  197. bool mapped;
  198. int32 gridid;
  199. int8 stage;
  200. };
  201. struct SpawnUpdate {
  202. int32 spawn_id;
  203. bool info_changed;
  204. bool vis_changed;
  205. bool pos_changed;
  206. shared_ptr<Client> client;
  207. };
  208. struct SpawnData {
  209. Spawn* spawn;
  210. uchar* data;
  211. int32 size;
  212. };
  213. struct TimedGridData {
  214. int32 timestamp;
  215. int32 grid_id;
  216. };
  217. class Spawn {
  218. public:
  219. Spawn();
  220. virtual ~Spawn();
  221. template <class Field, class Value> void Set(Field* field, Value value, bool setUpdateFlags = true){
  222. if (setUpdateFlags) {
  223. changed = true;
  224. AddChangedZoneSpawn();
  225. }
  226. *field = value;
  227. }
  228. template <class Field> void Set(Field* field, const char* value, bool setUpdateFlags = true){
  229. if (setUpdateFlags) {
  230. changed = true;
  231. AddChangedZoneSpawn();
  232. }
  233. strcpy(field, value);
  234. }
  235. template <class Field, class Value> void SetPos(Field* field, Value value, bool setUpdateFlags = true){
  236. if(setUpdateFlags){
  237. position_changed = true;
  238. }
  239. Set(field, value, setUpdateFlags);
  240. }
  241. template <class Field, class Value> void SetInfo(Field* field, Value value, bool setUpdateFlags = true){
  242. if(setUpdateFlags){
  243. info_changed = true;
  244. }
  245. Set(field, value);
  246. }
  247. template <class Field, class Value> void SetVis(Field* field, Value value, bool setUpdateFlags = true){
  248. if(setUpdateFlags)
  249. vis_changed = true;
  250. Set(field, value);
  251. }
  252. template <class Field> void SetPos(Field* field, char* value, bool setUpdateFlags = true){
  253. if(setUpdateFlags){
  254. position_changed = true;
  255. }
  256. Set(field, value, setUpdateFlags);
  257. }
  258. template <class Field> void SetInfo(Field* field, char* value, bool setUpdateFlags = true){
  259. if(setUpdateFlags){
  260. info_changed = true;
  261. }
  262. Set(field, value);
  263. }
  264. EntityCommand* CreateEntityCommand(EntityCommand* old_command){
  265. EntityCommand* entity_command = new EntityCommand;
  266. entity_command->name = old_command->name;
  267. entity_command->distance = old_command->distance;
  268. entity_command->command = old_command->command;
  269. entity_command->error_text = old_command->error_text;
  270. entity_command->cast_time = old_command->cast_time;
  271. entity_command->spell_visual = old_command->spell_visual;
  272. entity_command->default_allow_list = old_command->default_allow_list;
  273. return entity_command;
  274. }
  275. 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){
  276. EntityCommand* entity_command = new EntityCommand;
  277. entity_command->name = name;
  278. entity_command->distance = distance;
  279. entity_command->command = command;
  280. entity_command->error_text = error_text;
  281. entity_command->cast_time = cast_time;
  282. entity_command->spell_visual = spell_visual;
  283. entity_command->default_allow_list = default_allow_list;
  284. return entity_command;
  285. }
  286. virtual Client* GetClient() { return 0; }
  287. void AddChangedZoneSpawn();
  288. 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);
  289. void RemovePrimaryEntityCommand(const char* command);
  290. bool SetPermissionToEntityCommand(EntityCommand* command, Player* player, bool permissionValue);
  291. void RemoveSpawnFromPlayer(Player* player);
  292. void AddSecondaryEntityCommand(const char* name, float distance, const char* command, const char* error_text, int16 cast_time, int32 spell_visual){
  293. secondary_command_list.push_back(CreateEntityCommand(name, distance, command, error_text, cast_time, spell_visual));
  294. }
  295. int8 GetLockedNoLoot(){
  296. return appearance.locked_no_loot;
  297. }
  298. int16 GetEmoteState(){
  299. return appearance.emote_state;
  300. }
  301. int8 GetHideHood(){
  302. return appearance.hide_hood;
  303. }
  304. void SetLockedNoLoot(int8 new_val, bool updateFlags = true){
  305. SetVis(&appearance.locked_no_loot, new_val, updateFlags);
  306. }
  307. void SetHandFlag(int8 new_val, bool updateFlags = true){
  308. SetVis(&appearance.display_hand_icon, new_val, updateFlags);
  309. }
  310. void SetHideHood(int8 new_val, bool updateFlags = true){
  311. SetInfo(&appearance.hide_hood, new_val, updateFlags);
  312. }
  313. void SetEmoteState(int8 new_val, bool updateFlags = true){
  314. SetInfo(&appearance.emote_state, new_val, updateFlags);
  315. }
  316. void SetName(const char* new_name, bool updateFlags = true){
  317. SetInfo(appearance.name, new_name, updateFlags);
  318. }
  319. void SetPrefixTitle(const char* new_prefix_title, bool updateFlags = true) {
  320. SetInfo(appearance.prefix_title, new_prefix_title, updateFlags);
  321. }
  322. void SetSuffixTitle(const char* new_suffix_title, bool updateFlags = true) {
  323. SetInfo(appearance.suffix_title, new_suffix_title, updateFlags);
  324. }
  325. void SetSubTitle(const char* new_sub_title, bool updateFlags = true) {
  326. SetInfo(appearance.sub_title, new_sub_title, updateFlags);
  327. }
  328. void SetLastName(const char* new_last_name, bool updateFlags = true) {
  329. SetInfo(appearance.last_name, new_last_name, updateFlags);
  330. }
  331. void SetAdventureClass(int8 new_class, bool updateFlags = true) {
  332. SetInfo(&appearance.adventure_class, new_class, updateFlags);
  333. }
  334. void SetTradeskillClass(int8 new_class, bool updateFlags = true) {
  335. SetInfo(&appearance.tradeskill_class, new_class, updateFlags);
  336. }
  337. void SetSize(int16 new_size, bool updateFlags = true) {
  338. SetPos(&size, new_size, updateFlags);
  339. }
  340. void SetSpeedX(float speed_x, bool updateFlags = true) {
  341. SetPos(&appearance.pos.SpeedX, speed_x, updateFlags);
  342. }
  343. void SetSpeedY(float speed_y, bool updateFlags = true) {
  344. SetPos(&appearance.pos.SpeedY, speed_y, updateFlags);
  345. }
  346. void SetSpeedZ(float speed_z, bool updateFlags = true) {
  347. SetPos(&appearance.pos.SpeedZ, speed_z, updateFlags);
  348. }
  349. void SetX(float x, bool updateFlags = true){
  350. SetPos(&appearance.pos.X, x, updateFlags);
  351. }
  352. void SetY(float y, bool updateFlags = true, bool disableYMapFix = false);
  353. void SetZ(float z, bool updateFlags = true){
  354. SetPos(&appearance.pos.Z, z, updateFlags);
  355. }
  356. void SetHeading(sint16 dir1, sint16 dir2, bool updateFlags = true){
  357. SetPos(&appearance.pos.Dir1, dir1, updateFlags);
  358. SetPos(&appearance.pos.Dir2, dir2, updateFlags);
  359. }
  360. void SetHeading(float heading, bool updateFlags = true){
  361. last_heading_angle = heading;
  362. if (heading != 180)
  363. heading = (heading - 180) * 64;
  364. SetHeading((sint16)heading, (sint16)heading, updateFlags);
  365. }
  366. void SetPitch(sint16 pitch1, sint16 pitch2, bool updateFlags = true){
  367. SetPos(&appearance.pos.Pitch1, (sint16)pitch1, updateFlags);
  368. SetPos(&appearance.pos.Pitch2, (sint16)pitch2, updateFlags);
  369. }
  370. void SetPitch(float pitch, bool updateFlags = true){
  371. if (pitch == 0){
  372. SetPos(&appearance.pos.Pitch1, (sint16)0, updateFlags);
  373. SetPos(&appearance.pos.Pitch2, (sint16)0, updateFlags);
  374. return;
  375. }
  376. if (pitch != 180)
  377. pitch = (pitch - 180) * 64;
  378. SetPos(&appearance.pos.Pitch1, (sint16)pitch, updateFlags);
  379. SetPos(&appearance.pos.Pitch2, (sint16)pitch, updateFlags);
  380. }
  381. void SetRoll(float roll, bool updateFlags = true){
  382. if (roll == 0){
  383. SetPos(&appearance.pos.Roll, (sint16)0, updateFlags);
  384. return;
  385. }
  386. else if (roll != 180)
  387. roll = (roll - 180) * 64;
  388. SetPos(&appearance.pos.Roll, (sint16)roll, updateFlags);
  389. }
  390. void SetVisualState(int16 state, bool updateFlags = true){
  391. SetInfo(&appearance.visual_state, state, updateFlags);
  392. }
  393. void SetActionState(int16 state, bool updateFlags = true){
  394. SetInfo(&appearance.action_state, state, updateFlags);
  395. }
  396. void SetMoodState(int16 state, bool updateFlags = true){
  397. SetInfo(&appearance.mood_state, state, updateFlags);
  398. }
  399. void SetInitialState(int16 state, bool updateFlags = true){
  400. SetPos(&appearance.pos.state, state, updateFlags);
  401. }
  402. void SetActivityStatus(int16 state, bool updateFlags = true){
  403. SetInfo(&appearance.activity_status, state, updateFlags);
  404. }
  405. void SetCollisionRadius(int32 radius, bool updateFlags = true){
  406. SetPos(&appearance.pos.collision_radius, radius, updateFlags);
  407. }
  408. int16 GetCollisionRadius(){
  409. return appearance.pos.collision_radius;
  410. }
  411. int16 GetVisualState(){
  412. return appearance.visual_state;
  413. }
  414. int16 GetActionState(){
  415. return appearance.action_state;
  416. }
  417. int16 GetMoodState(){
  418. return appearance.mood_state;
  419. }
  420. int16 GetInitialState(){
  421. return appearance.pos.state;
  422. }
  423. int16 GetActivityStatus(){
  424. return appearance.activity_status;
  425. }
  426. int32 GetPrimaryCommandListID(){
  427. return primary_command_list_id;
  428. }
  429. int32 GetSecondaryCommandListID(){
  430. return secondary_command_list_id;
  431. }
  432. void SetID(int32 in_id){
  433. Set(&id, in_id);
  434. }
  435. void SetEncounterLevel(int8 enc_level, bool setUpdateFlags = true){
  436. SetInfo(&appearance.encounter_level, enc_level, setUpdateFlags);
  437. }
  438. virtual void SetLevel(int16 level, bool setUpdateFlags = true){
  439. SetInfo(&appearance.level, level, setUpdateFlags);
  440. }
  441. void SetTSLevel(int16 tradeskill_level, bool setUpdateFlags = true){
  442. SetInfo(&appearance.tradeskill_level, tradeskill_level, setUpdateFlags);
  443. }
  444. void SetGender(int8 gender, bool setUpdateFlags = true){
  445. SetInfo(&appearance.gender, gender, setUpdateFlags);
  446. }
  447. void SetShowName(int8 new_val, bool setUpdateFlags = true){
  448. SetVis(&appearance.display_name, new_val, setUpdateFlags);
  449. }
  450. void SetShowLevel(int8 new_val, bool setUpdateFlags = true){
  451. SetVis(&appearance.show_level, new_val, setUpdateFlags);
  452. }
  453. void SetHeroic(int8 new_val, bool setUpdateFlags = true){
  454. SetInfo(&appearance.heroic_flag, new_val, setUpdateFlags);
  455. }
  456. void SetTargetable(int8 new_val, bool setUpdateFlags = true){
  457. SetVis(&appearance.targetable, new_val, setUpdateFlags);
  458. }
  459. void SetShowCommandIcon(int8 new_val, bool setUpdateFlags = true){
  460. SetVis(&appearance.show_command_icon, new_val, setUpdateFlags);
  461. }
  462. void SetShowHandIcon(int8 new_val, bool setUpdateFlags = true){
  463. SetVis(&appearance.display_hand_icon, new_val, setUpdateFlags);
  464. }
  465. void SetAttackable(int8 new_val, bool setUpdateFlags = true){
  466. SetInfo(&appearance.attackable, new_val, setUpdateFlags);
  467. }
  468. void SetLocation(int32 id, bool setUpdateFlags = true){
  469. SetPos(&appearance.pos.grid_id, id, setUpdateFlags);
  470. }
  471. void SetRace(int8 race, bool setUpdateFlags = true){
  472. SetInfo(&appearance.race, race, setUpdateFlags);
  473. }
  474. void SetIcon(int8 icon, bool setUpdateFlags = true){
  475. SetInfo(&appearance.icon, icon, setUpdateFlags);
  476. }
  477. void AddIconValue(int8 val){
  478. if(!(appearance.icon & val))
  479. SetIcon(appearance.icon+val);
  480. }
  481. void RemoveIconValue(int8 val){
  482. if((appearance.icon & val))
  483. SetIcon(appearance.icon-val);
  484. }
  485. int8 GetIconValue(){
  486. return appearance.icon;
  487. }
  488. virtual void SetSpeed(float speed){
  489. SetPos(&appearance.pos.Speed1, (int8)speed);
  490. }
  491. virtual float GetSpeed(){
  492. return (float)appearance.pos.Speed1;
  493. }
  494. virtual float GetBaseSpeed(){
  495. return (float)appearance.pos.Speed1;
  496. }
  497. void SetSpawnType(int8 new_type){
  498. SetInfo(&spawn_type, new_type);
  499. }
  500. int8 GetSpawnType(){
  501. return spawn_type;
  502. }
  503. void SetDatabaseID(int32 new_id){
  504. database_id = new_id;
  505. }
  506. int32 GetDatabaseID(){
  507. return database_id;
  508. }
  509. int8 GetShowHandIcon(){
  510. return appearance.display_hand_icon;
  511. }
  512. int32 GetLocation(){
  513. return appearance.pos.grid_id;
  514. }
  515. int8 GetAttackable(){
  516. return appearance.attackable;
  517. }
  518. int8 GetShowName(){
  519. return appearance.display_name;
  520. }
  521. int8 GetShowLevel(){
  522. return appearance.show_level;
  523. }
  524. int8 GetHeroic(){
  525. return appearance.heroic_flag;
  526. }
  527. int8 GetTargetable(){
  528. return appearance.targetable;
  529. }
  530. int8 GetShowCommandIcon(){
  531. return appearance.show_command_icon;
  532. }
  533. char* GetName(){
  534. return appearance.name;
  535. }
  536. char* GetPrefixTitle(){
  537. return appearance.prefix_title;
  538. }
  539. char* GetSuffixTitle(){
  540. return appearance.suffix_title;
  541. }
  542. char* GetSubTitle() {
  543. return appearance.sub_title;
  544. }
  545. char* GetLastName() {
  546. return appearance.last_name;
  547. }
  548. int8 GetAdventureClass() {
  549. return appearance.adventure_class;
  550. }
  551. int8 GetTradeskillClass() {
  552. return appearance.tradeskill_class;
  553. }
  554. float GetDestinationX(){
  555. return appearance.pos.X2;
  556. }
  557. float GetX() {
  558. return appearance.pos.X;
  559. }
  560. float GetSpeedX() {
  561. return appearance.pos.SpeedX;
  562. }
  563. float GetSpeedY() {
  564. return appearance.pos.SpeedY;
  565. }
  566. float GetSpeedZ() {
  567. return appearance.pos.SpeedZ;
  568. }
  569. float GetDestinationY(){
  570. return appearance.pos.Y2;
  571. }
  572. float GetY(){
  573. return appearance.pos.Y;
  574. }
  575. float GetDestinationZ(){
  576. return appearance.pos.Z2;
  577. }
  578. float GetZ(){
  579. return appearance.pos.Z;
  580. }
  581. float GetHeading(){
  582. float heading = 0;
  583. if(appearance.pos.Dir1 != 0){
  584. heading = ((float)appearance.pos.Dir1)/((float)64);
  585. if(heading >= 180)
  586. heading -= 180;
  587. else
  588. heading += 180;
  589. }
  590. return heading;
  591. }
  592. float GetPitch(){
  593. float pitch = 0;
  594. if(appearance.pos.Pitch1 != 0){
  595. pitch = ((float)appearance.pos.Pitch1)/((float)64);
  596. if(pitch >= 180)
  597. pitch -= 180;
  598. else
  599. pitch += 180;
  600. }
  601. return pitch;
  602. }
  603. float GetRoll(){
  604. float roll = 0;
  605. if(appearance.pos.Roll != 0){
  606. roll = ((float)appearance.pos.Roll)/((float)64);
  607. if(roll >= 180)
  608. roll -= 180;
  609. else
  610. roll += 180;
  611. }
  612. return roll;
  613. }
  614. int32 GetID(){
  615. return id;
  616. }
  617. float GetDistance(float x1, float y1, float z1, float x2, float y2, float z2);
  618. float GetDistance(float x, float y, float z, float radius, bool ignore_y = false);
  619. float GetDistance(float x, float y, float z, bool ignore_y = false);
  620. float GetDistance(Spawn* spawn, bool ignore_y = false, bool includeRadius=true);
  621. float GetDistance(Spawn* spawn, float x1, float y1, float z1, bool includeRadius=true);
  622. float CalculateRadius(Spawn* target);
  623. int8 GetEncounterLevel(){
  624. return appearance.encounter_level;
  625. }
  626. sint32 GetTotalPower();
  627. sint32 GetPower();
  628. sint32 GetTotalHP();
  629. sint32 GetHP();
  630. sint32 GetTotalHPBase();
  631. sint32 GetTotalPowerBase();
  632. sint32 GetTotalSavagery();
  633. sint32 GetSavagery();
  634. sint32 GetTotalDissonance();
  635. sint32 GetDissonance();
  636. sint32 GetTotalSavageryBase();
  637. sint32 GetTotalDissonanceBase();
  638. sint16 GetAssignedAA();
  639. sint16 GetUnassignedAA();
  640. sint16 GetTradeskillAA();
  641. sint16 GetUnassignedTradeskillAA();
  642. sint16 GetPrestigeAA();
  643. sint16 GetUnassignedPretigeAA();
  644. sint16 GetTradeskillPrestigeAA();
  645. sint16 GetUnassignedTradeskillPrestigeAA();
  646. int32 GetAAXPRewards();
  647. void SetTotalPower(sint32 new_val);
  648. void SetTotalHP(sint32 new_val);
  649. void SetTotalSavagery(sint32 new_val);
  650. void SetTotalDissonance(sint32 new_val);
  651. void SetTotalPowerBase(sint32 new_val);
  652. void SetTotalHPBase(sint32 new_val);
  653. void SetTotalSavageryBase(sint32 new_val);
  654. void SetTotalDissonanceBase(sint32 new_val);
  655. void SetPower(sint32 power, bool setUpdateFlags = true);
  656. void SetHP(sint32 new_val, bool setUpdateFlags = true);
  657. void SetSavagery(sint32 savagery, bool setUpdateFlags = true);
  658. void SetDissonance(sint32 dissonance, bool setUpdateFlags = true);
  659. void SetAssignedAA(sint16 new_val);
  660. void SetUnassignedAA(sint16 new_val);
  661. void SetTradeskillAA(sint16 new_val);
  662. void SetUnassignedTradeskillAA(sint16 new_val);
  663. void SetPrestigeAA(sint16 new_val);
  664. void SetUnassignedPrestigeAA(sint16 new_val);
  665. void SetTradeskillPrestigeAA(sint16 new_val);
  666. void SetUnassignedTradeskillPrestigeAA(sint16 new_val);
  667. void SetAAXPRewards(int32 amount);
  668. void SetPrivateQuestSpawn(bool val) {req_quests_private = val;}
  669. void SetQuestsRequiredOverride(int16 val) {req_quests_override = val;}
  670. void SetQuestsRequiredContinuedAccess(bool val) {req_quests_continued_access = val;}
  671. bool GetPrivateQuestSpawn() {return req_quests_private;}
  672. int16 GetQuestsRequiredOverride() {return req_quests_override;}
  673. bool GetQuestsRequiredContinuedAccess() {return req_quests_continued_access;}
  674. bool Alive(){ return GetHP() > 0; }
  675. int16 GetLevel(){
  676. return appearance.level;
  677. }
  678. int16 GetTSLevel(){
  679. return appearance.tradeskill_level;
  680. }
  681. int8 GetGender(){
  682. return appearance.gender;
  683. }
  684. int8 GetRace(){
  685. return appearance.race;
  686. }
  687. int8 GetLuaRaceId() {
  688. return appearance.lua_race_id;
  689. }
  690. int32 GetSize(){
  691. return size;
  692. }
  693. int32 GetDeviation(){
  694. return deviation;
  695. }
  696. void SetDeviation(int32 in_dev){
  697. deviation = in_dev;
  698. }
  699. float GetSpawnOrigHeading(){
  700. return appearance.pos.SpawnOrigHeading;
  701. }
  702. void SetSpawnOrigHeading(float val){
  703. appearance.pos.SpawnOrigHeading = val;
  704. }
  705. float GetSpawnOrigX(){
  706. return appearance.pos.SpawnOrigX;
  707. }
  708. float GetSpawnOrigY(){
  709. return appearance.pos.SpawnOrigY;
  710. }
  711. float GetSpawnOrigZ(){
  712. return appearance.pos.SpawnOrigZ;
  713. }
  714. float GetSpawnOrigPitch(){
  715. return appearance.pos.SpawnOrigPitch;
  716. }
  717. float GetSpawnOrigRoll(){
  718. return appearance.pos.SpawnOrigRoll;
  719. }
  720. void SetSpawnOrigX(float val){
  721. appearance.pos.SpawnOrigX = val;
  722. }
  723. void SetSpawnOrigY(float val){
  724. appearance.pos.SpawnOrigY = val;
  725. }
  726. void SetSpawnOrigZ(float val){
  727. appearance.pos.SpawnOrigZ = val;
  728. }
  729. void SetSpawnOrigRoll(float val){
  730. appearance.pos.SpawnOrigRoll = val;
  731. }
  732. void SetSpawnOrigPitch(float val){
  733. appearance.pos.SpawnOrigPitch = val;
  734. }
  735. void SetSogaModelType(int16 new_val, bool setUpdateFlags = true){
  736. SetInfo(&appearance.soga_model_type, new_val, setUpdateFlags);
  737. }
  738. void SetModelType(int16 model_type, bool setUpdateFlags = true){
  739. SetInfo(&appearance.model_type, model_type, setUpdateFlags);
  740. SetInfo(&appearance.soga_model_type, model_type, setUpdateFlags);
  741. SetFlyingCreature();
  742. SetWaterCreature();
  743. }
  744. int16 GetSogaModelType(){
  745. return appearance.soga_model_type;
  746. }
  747. int16 GetModelType(){
  748. return appearance.model_type;
  749. }
  750. bool IsFlyingCreature() { return is_flying_creature; }
  751. bool IsWaterCreature() { return is_water_creature; }
  752. bool InWater();
  753. bool InLava();
  754. void SetFlyingCreature() {
  755. is_flying_creature = false;
  756. switch (GetModelType())
  757. {
  758. case 260:
  759. case 295:
  760. is_flying_creature = true;
  761. break;
  762. }
  763. }
  764. void SetWaterCreature() {
  765. is_water_creature = false;
  766. switch (GetModelType())
  767. {
  768. case 194:
  769. case 204:
  770. case 210:
  771. case 241:
  772. case 242:
  773. case 254:
  774. case 10668:
  775. case 20828:
  776. is_water_creature = true;
  777. break;
  778. }
  779. }
  780. void SetPrimaryCommand(const char* name, const char* command, float distance = 10);
  781. void SetPrimaryCommands(vector<EntityCommand*>* commands);
  782. void SetSecondaryCommands(vector<EntityCommand*>* commands);
  783. vector<EntityCommand*>* GetPrimaryCommands() {return &primary_command_list;}
  784. vector<EntityCommand*>* GetSecondaryCommands() {return &secondary_command_list;}
  785. EntityCommand* FindEntityCommand(string command, bool primaryOnly=false);
  786. virtual EQ2Packet* serialize(Player* player, int16 version);
  787. 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);
  788. EQ2Packet* spawn_update_packet(Player* player, int16 version, bool override_changes = false, bool override_vis_changes = false);
  789. EQ2Packet* player_position_update_packet(Player* player, int16 version);
  790. uchar* spawn_info_changes(Player* spawn, int16 version);
  791. uchar* spawn_pos_changes(Player* spawn, int16 version);
  792. uchar* spawn_vis_changes(Player* spawn, int16 version);
  793. uchar* spawn_info_changes_ex(Player* spawn, int16 version);
  794. uchar* spawn_pos_changes_ex(Player* spawn, int16 version);
  795. uchar* spawn_vis_changes_ex(Player* spawn, int16 version);
  796. virtual bool EngagedInCombat(){ return false; }
  797. virtual bool IsObject(){ return false; }
  798. virtual bool IsGroundSpawn(){ return false; }
  799. virtual bool IsNPC(){ return false; }
  800. virtual bool IsEntity(){ return false; }
  801. virtual bool IsPlayer(){ return false; }
  802. virtual bool IsWidget(){ return false; }
  803. virtual bool IsSign(){ return false; }
  804. virtual bool IsBot() { return false; }
  805. bool HasInfoChanged(){ return info_changed; }
  806. bool HasPositionChanged(){ return position_changed; }
  807. bool HasTarget(){ return target ? true : false; }
  808. int32 GetRespawnTime();
  809. void SetRespawnTime(int32 time);
  810. int32 GetExpireTime() { return expire_time; }
  811. void SetExpireTime(int32 new_expire_time) { expire_time = new_expire_time; }
  812. int32 GetExpireOffsetTime();
  813. void SetExpireOffsetTime(int32 time);
  814. int32 GetSpawnLocationID();
  815. void SetSpawnLocationID(int32 id);
  816. int32 GetSpawnEntryID();
  817. void SetSpawnEntryID(int32 id);
  818. int32 GetSpawnLocationPlacementID();
  819. void SetSpawnLocationPlacementID(int32 id);
  820. float GetXOffset() { return x_offset; }
  821. void SetXOffset(float new_x_offset) { x_offset = new_x_offset; }
  822. float GetYOffset() { return y_offset; }
  823. void SetYOffset(float new_y_offset) { y_offset = new_y_offset; }
  824. float GetZOffset() { return z_offset; }
  825. void SetZOffset(float new_z_offset) { z_offset = new_z_offset; }
  826. bool HasTrapTriggered() {
  827. return trap_triggered;
  828. }
  829. void SetTrapTriggered(bool triggered) {
  830. trap_triggered = triggered;
  831. }
  832. void AddLootItem(int32 id, int16 charges = 1) {
  833. Item* master_item = master_item_list.GetItem(id);
  834. if (master_item) {
  835. Item* item = new Item(master_item);
  836. item->details.count = charges;
  837. loot_items.push_back(item);
  838. }
  839. }
  840. bool HasLoot() {
  841. if (loot_items.size() == 0 && loot_coins == 0)
  842. return false;
  843. return true;
  844. }
  845. bool HasLootItemID(int32 id);
  846. int32 GetLootItemID();
  847. Item* LootItem(int32 id);
  848. vector<Item*>* GetLootItems() {
  849. return &loot_items;
  850. }
  851. void LockLoot() {
  852. MLootItems.lock();
  853. }
  854. void UnlockLoot() {
  855. MLootItems.unlock();
  856. }
  857. void ClearLoot() {
  858. MLootItems.lock();
  859. vector<Item*>::iterator itr;
  860. for (itr = loot_items.begin(); itr != loot_items.end();) {
  861. Item* itm = *itr;
  862. itr++;
  863. safe_delete(itm);
  864. }
  865. loot_items.clear();
  866. MLootItems.unlock();
  867. }
  868. int32 GetLootCoins() {
  869. return loot_coins;
  870. }
  871. void SetLootCoins(int32 val) {
  872. loot_coins = val;
  873. }
  874. void AddLootCoins(int32 coins) {
  875. loot_coins += coins;
  876. }
  877. void ClearLootList() {
  878. vector<Item*>::iterator itr;
  879. for (itr = loot_items.begin(); itr != loot_items.end(); itr++)
  880. safe_delete(*itr);
  881. loot_items.clear();
  882. }
  883. Spawn* GetTarget();
  884. void SetTarget(Spawn* spawn);
  885. Spawn* GetLastAttacker();
  886. void SetLastAttacker(Spawn* spawn);
  887. bool TakeDamage(int32 damage);
  888. void TakeDamage(Spawn* attacker, int32 damage);
  889. ZoneServer* GetZone();
  890. virtual void SetZone(ZoneServer* in_zone, int32 version=0);
  891. void SetFactionID(int32 val) { faction_id = val; }
  892. int32 GetFactionID(){
  893. return faction_id;
  894. }
  895. static int32 NextID() {
  896. static CriticalSection id_lock;
  897. id_lock.lock();
  898. int32 ret = ++next_id;
  899. if (next_id == 0xFFFFFFFE)
  900. next_id = 1;
  901. else if ((next_id - 255) % 256 == 0) { //we dont want it to end in 255, it will confuse/crash the client
  902. id_lock.unlock();
  903. return NextID();
  904. }
  905. id_lock.unlock();
  906. return ret;
  907. }
  908. void AddProvidedQuest(int32 val){
  909. quest_ids.push_back(val);
  910. }
  911. vector<int32>* GetProvidedQuests(){
  912. return &quest_ids;
  913. }
  914. bool HasProvidedQuests(){
  915. return (quest_ids.size() > 0);
  916. }
  917. void SetSpawnScript(string name);
  918. const char* GetSpawnScript();
  919. vector<Spawn*>* GetSpawnGroup();
  920. bool HasSpawnGroup();
  921. bool IsInSpawnGroup(Spawn* spawn);
  922. void SendSpawnChanges(bool val){ send_spawn_changes = val; }
  923. void SetSpawnGroupID(int32 id);
  924. int32 GetSpawnGroupID();
  925. void AddSpawnToGroup(Spawn* spawn);
  926. void SetSpawnGroupList(vector<Spawn*>* list, Mutex* mutex);
  927. void RemoveSpawnFromGroup(bool erase_all = false);
  928. void SetRunningTo(Spawn* spawn){ running_to = spawn->GetID(); }
  929. Spawn* GetRunningTo();
  930. void SetTempVisualState(int val, bool update = true) { SetInfo(&tmp_visual_state, val, update); }
  931. int GetTempVisualState(){ return tmp_visual_state; }
  932. void SetTempActionState(int val, bool update = true) { SetInfo(&tmp_action_state, val, update); }
  933. int GetTempActionState(){ return tmp_action_state; }
  934. void AddAllowAccessSpawn(Spawn* spawn){ allowed_access[spawn->GetID()] = 1; }
  935. void RemoveSpawnAccess(Spawn* spawn);
  936. bool IsPrivateSpawn(){ return allowed_access.size() > 0 ;}
  937. bool AllowedAccess(Spawn* spawn){ return allowed_access.count(spawn->GetID()) > 0; }
  938. void MakeSpawnPublic() { allowed_access.clear(); }
  939. void SetSizeOffset(int8 offset);
  940. int8 GetSizeOffset();
  941. void SetMerchantID(int32 val);
  942. int32 GetMerchantID();
  943. void SetMerchantType(int8 val);
  944. int8 GetMerchantType();
  945. void SetMerchantLevelRange(int32 minLvl = 0, int32 maxLvl = 0);
  946. bool IsClientInMerchantLevelRange(Client* ent, bool sendMessageIfDenied = true);
  947. int32 GetMerchantMinLevel();
  948. int32 GetMerchantMaxLevel();
  949. void SetQuestsRequired(Spawn* new_spawn);
  950. void SetQuestsRequired(int32 quest_id, int16 quest_step);
  951. bool HasQuestsRequired();
  952. void SetRequiredHistory(int32 event_id, int32 value1, int32 value2);
  953. void SetTransporterID(int32 id);
  954. int32 GetTransporterID();
  955. bool MeetsSpawnAccessRequirements(Player* player);
  956. void RemovePrimaryCommands();
  957. void InitializePosPacketData(Player* player, PacketStruct* packet, bool bSpawnUpdate = false);
  958. void InitializeInfoPacketData(Player* player, PacketStruct* packet);
  959. void InitializeVisPacketData(Player* player, PacketStruct* packet);
  960. void InitializeHeaderPacketData(Player* player, PacketStruct* packet, int16 index);
  961. void InitializeFooterPacketData(Player* player, PacketStruct* packet);
  962. void MoveToLocation(Spawn* spawn, float distance, bool immediate = true, bool isMappedLocation = false);
  963. void AddMovementLocation(float x, float y, float z, float speed, int16 delay, const char* lua_function);
  964. void ProcessMovement(bool isSpawnListLocked=false);
  965. void ResetMovement();
  966. bool IsRunning();
  967. void CalculateRunningLocation(bool stop = false);
  968. void RunToLocation(float x, float y, float z, float following_x = 0, float following_y = 0, float following_z = 0);
  969. MovementLocation* GetCurrentRunningLocation();
  970. MovementLocation* GetLastRunningLocation();
  971. bool CalculateChange();
  972. 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);
  973. bool RemoveRunningLocation();
  974. void ClearRunningLocations();
  975. void CopySpawnAppearance(Spawn* spawn);
  976. bool MovementInterrupted(){ return movement_interrupted; }
  977. void MovementInterrupted(bool val) { movement_interrupted = val; }
  978. bool NeedsToResumeMovement(){ return attack_resume_needed; }
  979. void NeedsToResumeMovement(bool val) { attack_resume_needed = val; }
  980. bool HasMovementLoop(){ return movement_loop.size() > 0; }
  981. Timer* GetRunningTimer();
  982. float GetFaceTarget(float x, float z);
  983. void FaceTarget(float x, float z);
  984. void FaceTarget(Spawn* target);
  985. void SetInvulnerable(bool val);
  986. bool GetInvulnerable();
  987. bool changed;
  988. bool position_changed;
  989. bool info_changed;
  990. bool vis_changed;
  991. int16 size;
  992. int32 faction_id;
  993. int8 oversized_packet; //0xff
  994. int32 id;
  995. int8 unknown1;
  996. int32 unknown2;
  997. int32 primary_command_list_id;
  998. int32 secondary_command_list_id;
  999. vector<EntityCommand*> primary_command_list;
  1000. vector<EntityCommand*> secondary_command_list;
  1001. int32 group_id;
  1002. int8 group_len;
  1003. vector<Spawn*>* spawn_group_list;
  1004. AppearanceData appearance;
  1005. int32 last_movement_update;
  1006. int32 last_location_update;
  1007. bool forceMapCheck;
  1008. bool is_water_creature;
  1009. bool is_flying_creature;
  1010. bool following;
  1011. bool IsPet() { return is_pet; }
  1012. void SetPet(bool val) { is_pet = val; }
  1013. Mutex m_requiredQuests;
  1014. Mutex m_requiredHistory;
  1015. void SetFollowTarget(Spawn* spawn, int32 followDistance=0);
  1016. Spawn* GetFollowTarget();
  1017. /// <summary>Sets a user defined variable</summary>
  1018. /// <param name='var'>Variable we are setting</param>
  1019. /// <param name='val'>Value to set the variable to</param>
  1020. void AddTempVariable(string var, string val);
  1021. void AddTempVariable(string var, Spawn* val);
  1022. void AddTempVariable(string var, ZoneServer* val);
  1023. void AddTempVariable(string var, Quest* val);
  1024. void AddTempVariable(string var, Item* val);
  1025. /// <summary>Gets the value for the given variable</summary>
  1026. /// <param name='var'>Variable to check</param>
  1027. /// <returns>The value for the given variable, "" if variable was not set</returns>
  1028. string GetTempVariable(string var);
  1029. Spawn* GetTempVariableSpawn(string var);
  1030. ZoneServer* GetTempVariableZone(string var);
  1031. Item* GetTempVariableItem(string var);
  1032. Quest* GetTempVariableQuest(string var);
  1033. int8 GetTempVariableType(string var);
  1034. void DeleteTempVariable(string var);
  1035. void SetIllusionModel(int16 val, bool setUpdateFlags = true) {
  1036. SetInfo(&m_illusionModel, val, setUpdateFlags);
  1037. }
  1038. int16 GetIllusionModel() { return m_illusionModel; }
  1039. CellInfo Cell_Info;
  1040. int32 GetSpawnAnim() { return m_spawnAnim; }
  1041. void SetSpawnAnim(int32 value) { m_spawnAnim = value; }
  1042. int32 GetAddedToWorldTimestamp() { return m_addedToWorldTimestamp; }
  1043. void SetAddedToWorldTimestamp(int32 value) { m_addedToWorldTimestamp = value; }
  1044. int16 GetSpawnAnimLeeway() { return m_spawnAnimLeeway; }
  1045. void SetSpawnAnimLeeway(int16 value) { m_spawnAnimLeeway = value; }
  1046. float FindDestGroundZ(glm::vec3 dest, float z_offset);
  1047. float GetFixedZ(const glm::vec3& destination, int32 z_find_offset = 1);
  1048. void FixZ(bool forceUpdate=false);
  1049. bool CheckLoS(Spawn* target);
  1050. bool CheckLoS(glm::vec3 myloc, glm::vec3 oloc);
  1051. void CalculateNewFearpoint();
  1052. void StopMoving() {
  1053. if (movement_locations)
  1054. movement_locations->clear();
  1055. }
  1056. int16 pos_packet_size;
  1057. int16 info_packet_size;
  1058. int16 vis_packet_size;
  1059. enum SpawnProximityType {
  1060. SPAWNPROXIMITY_DATABASE_ID = 0,
  1061. SPAWNPROXIMITY_LOCATION_ID = 1
  1062. };
  1063. struct SpawnProximity {
  1064. float x;
  1065. float y;
  1066. float z;
  1067. int32 spawn_value;
  1068. int8 spawn_type;
  1069. float distance;
  1070. string in_range_lua_function;
  1071. string leaving_range_lua_function;
  1072. map<int32, bool> spawns_in_proximity;
  1073. };
  1074. void AddSpawnToProximity(int32 spawnValue, SpawnProximityType type);
  1075. void RemoveSpawnFromProximity(int32 spawnValue, SpawnProximityType type);
  1076. SpawnProximity* AddLUASpawnProximity(int32 spawnValue, SpawnProximityType type, float distance, string in_range_function, string leaving_range_function) {
  1077. SpawnProximity* prox = new SpawnProximity;
  1078. prox->spawn_value = spawnValue;
  1079. prox->spawn_type = type;
  1080. prox->distance = distance;
  1081. prox->in_range_lua_function = in_range_function;
  1082. prox->leaving_range_lua_function = leaving_range_function;
  1083. spawn_proximities.Add(prox);
  1084. has_spawn_proximities = true;
  1085. return prox;
  1086. }
  1087. void RemoveSpawnProximities() {
  1088. MutexList<SpawnProximity*>::iterator itr = spawn_proximities.begin();
  1089. while (itr.Next()) {
  1090. safe_delete(itr->value);
  1091. }
  1092. spawn_proximities.clear();
  1093. has_spawn_proximities = false;
  1094. }
  1095. Mutex MCommandMutex;
  1096. bool has_spawn_proximities;
  1097. void SetPickupItemID(int32 itemid)
  1098. {
  1099. pickup_item_id = itemid;
  1100. }
  1101. void SetPickupUniqueItemID(int32 uniqueid)
  1102. {
  1103. pickup_unique_item_id = uniqueid;
  1104. }
  1105. int32 GetPickupItemID() { return pickup_item_id; }
  1106. int32 GetPickupUniqueItemID() { return pickup_unique_item_id; }
  1107. bool IsSoundsDisabled() { return disable_sounds; }
  1108. void SetSoundsDisabled(bool val) { disable_sounds = val; }
  1109. RegionMap* GetRegionMap() { return region_map; }
  1110. Map* GetMap() { return current_map; }
  1111. std::map<int32,TimedGridData> established_grid_id;
  1112. void DeleteRegion(Region_Node* inNode, ZBSP_Node* rootNode);
  1113. bool InRegion(Region_Node* inNode, ZBSP_Node* rootNode);
  1114. int32 GetRegionType(Region_Node* inNode, ZBSP_Node* rootNode);
  1115. float SpawnAngle(Spawn* target, float selfx, float selfz);
  1116. bool BehindSpawn(Spawn *target, float selfx, float selfz)
  1117. { return (!target || target == this) ? false : SpawnAngle(target, selfx, selfz) > 90.0f; }
  1118. bool InFrontSpawn(Spawn *target, float selfx, float selfz)
  1119. { return (!target || target == this) ? false : SpawnAngle(target, selfx, selfz) < 63.0f; }
  1120. bool IsFlankingSpawn(Spawn *target, float selfx, float selfz)
  1121. { return (!target || target == this) ? false : SpawnAngle(target, selfx, selfz) > 63.0f; }
  1122. std::map<std::map<Region_Node*, ZBSP_Node*>, Region_Status> Regions;
  1123. Mutex RegionMutex;
  1124. protected:
  1125. bool has_quests_required;
  1126. bool send_spawn_changes;
  1127. bool invulnerable;
  1128. bool attack_resume_needed;
  1129. bool resume_movement;
  1130. bool movement_interrupted;
  1131. int32 running_timer_begin;
  1132. int32 running_timer_end;
  1133. vector<MovementData*> movement_loop;
  1134. bool running_timer_updated;
  1135. int16 movement_index;
  1136. int32 last_grid_update;
  1137. int32 movement_start_time;
  1138. Mutex MMovementLoop;
  1139. map<int32, int8> allowed_access;
  1140. vector<int32> quest_ids;
  1141. int32 database_id;
  1142. int32 packet_num;
  1143. int32 target;
  1144. int8 spawn_type;
  1145. int32 last_attacker;
  1146. int32 merchant_id;
  1147. int8 merchant_type;
  1148. int32 merchant_min_level;
  1149. int32 merchant_max_level;
  1150. int32 transporter_id;
  1151. int32 pickup_item_id;
  1152. int32 pickup_unique_item_id;
  1153. map<int32, vector<int16>* > required_quests;
  1154. map<int32, LUAHistory*> required_history;
  1155. EquipmentItemList equipment_list;
  1156. MutexList<SpawnProximity*> spawn_proximities;
  1157. void CheckProximities();
  1158. private:
  1159. vector<Item*> loot_items;
  1160. int32 loot_coins;
  1161. bool trap_triggered;
  1162. deque<MovementLocation*>* movement_locations;
  1163. Mutex MLootItems;
  1164. Mutex* MMovementLocations;
  1165. Mutex* MSpawnGroup;
  1166. int8 size_offset;
  1167. int tmp_visual_state;
  1168. int tmp_action_state;
  1169. int32 running_to;
  1170. string spawn_script;
  1171. static int32 next_id;
  1172. ZoneServer* zone;
  1173. int32 spawn_location_id;
  1174. int32 spawn_entry_id;
  1175. int32 spawn_location_spawns_id;
  1176. int32 respawn;
  1177. int32 expire_time;
  1178. int32 expire_offset;
  1179. float x_offset;
  1180. float y_offset;
  1181. float z_offset;
  1182. int32 deviation;
  1183. BasicInfoStruct basic_info;
  1184. //string data;
  1185. bool is_pet;
  1186. // m_followTarget = spawn to follow around
  1187. int32 m_followTarget;
  1188. int32 m_followDistance;
  1189. bool req_quests_private;
  1190. int16 req_quests_override;
  1191. bool req_quests_continued_access;
  1192. float last_heading_angle;
  1193. map<string, int8> m_tempVariableTypes;
  1194. map<string, int32> m_tempVariableSpawn;
  1195. map<string, ZoneServer*> m_tempVariableZone;
  1196. map<string, Item*> m_tempVariableItem;
  1197. map<string, Quest*> m_tempVariableQuest;
  1198. // m_tempVariables = stores user defined variables from lua, will not persist through a zone
  1199. map<string, string> m_tempVariables;
  1200. int16 m_illusionModel;
  1201. int32 m_spawnAnim;
  1202. int32 m_addedToWorldTimestamp;
  1203. int16 m_spawnAnimLeeway;
  1204. Mutex m_Update;
  1205. bool disable_sounds;
  1206. RegionMap* region_map;
  1207. Map* current_map;
  1208. };
  1209. #endif