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- /*
- 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 <http://www.gnu.org/licenses/>.
- */
- #ifndef __EQ2_NPC__
- #define __EQ2_NPC__
- #include "Entity.h"
- #include "MutexMap.h"
- #define AI_STRATEGY_BALANCED 1
- #define AI_STRATEGY_OFFENSIVE 2
- #define AI_STRATEGY_DEFENSIVE 3
- // Randomize Appearances
- #define RANDOMIZE_GENDER 1
- #define RANDOMIZE_RACE 2
- #define RANDOMIZE_MODEL_TYPE 4
- // Randomize appearance id (spawn_npcs table values)
- #define RANDOMIZE_FACIAL_HAIR_TYPE 8 // was RANDOMIZE_FACIAL_HAIR
- #define RANDOMIZE_HAIR_TYPE 16 // was RANDOMIZE_HAIR
- //#define RANDOMIZE_LEGS_TYPE 32 // spare!
- #define RANDOMIZE_WING_TYPE 64
- // Randomize parameters (npc_appearances, sInt values)
- #define RANDOMIZE_CHEEK_TYPE 128
- #define RANDOMIZE_CHIN_TYPE 256
- #define RANDOMIZE_EAR_TYPE 512
- #define RANDOMIZE_EYE_BROW_TYPE 1024
- #define RANDOMIZE_EYE_TYPE 2048
- #define RANDOMIZE_LIP_TYPE 4096
- #define RANDOMIZE_NOSE_TYPE 8192
- // Randomize colors/hues (npc_appearances, RGB values)
- #define RANDOMIZE_EYE_COLOR 16384
- #define RANDOMIZE_HAIR_COLOR1 32768
- #define RANDOMIZE_HAIR_COLOR2 65536
- #define RANDOMIZE_HAIR_HIGHLIGHT 131072
- #define RANDOMIZE_HAIR_FACE_COLOR 262144 // was RANDOMIZE_FACIAL_HAIR_COLOR
- #define RANDOMIZE_HAIR_FACE_HIGHLIGHT_COLOR 524288
- #define RANDOMIZE_HAIR_TYPE_COLOR 1048576 // was RANDOMIZE_HAIR_COLOR
- #define RANDOMIZE_HAIR_TYPE_HIGHLIGHT_COLOR 2097152
- #define RANDOMIZE_SKIN_COLOR 4194304
- #define RANDOMIZE_WING_COLOR1 8388608
- #define RANDOMIZE_WING_COLOR2 16777216
- // All Flags On: 33554431
- #define PET_TYPE_COMBAT 1
- #define PET_TYPE_CHARMED 2
- #define PET_TYPE_DEITY 3
- #define PET_TYPE_COSMETIC 4
- #define PET_TYPE_DUMBFIRE 5
- class Brain;
- class NPC : public Entity {
- public:
- NPC();
- NPC(NPC* old_npc);
- virtual ~NPC();
- void Initialize();
- EQ2Packet* serialize(Player* player, int16 version);
- void SetAppearanceID(int32 id){ appearance_id = id; }
- int32 GetAppearanceID(){ return appearance_id; }
- bool IsNPC(){ return true; }
- void InCombat(bool val);
- bool HandleUse(Client* client, string type);
- void SetRandomize(int32 value) {appearance.randomize = value;}
- void AddRandomize(sint32 value) {appearance.randomize += value;}
- int32 GetRandomize() {return appearance.randomize;}
- bool CheckSameAppearance(string name, int16 id);
- void Randomize(NPC* npc, int32 flags);
- Skill* GetSkillByName(const char* name, bool check_update = false);
- void SetAttackType(int8 type);
- int8 GetAttackType();
- void SetAIStrategy(int8 strategy);
- int8 GetAIStrategy();
- void SetPrimarySpellList(int32 id);
- int32 GetPrimarySpellList();
- void SetSecondarySpellList(int32 id);
- int32 GetSecondarySpellList();
- void SetPrimarySkillList(int32 id);
- int32 GetPrimarySkillList();
- void SetSecondarySkillList(int32 id);
- int32 GetSecondarySkillList();
- void SetEquipmentListID(int32 id);
- int32 GetEquipmentListID();
- Spell* GetNextSpell(float distance);
- virtual Spell* GetNextBuffSpell();
- void SetAggroRadius(float radius, bool overrideBaseValue = false);
- float GetAggroRadius();
- float GetBaseAggroRadius() { return base_aggro_radius; }
- void SetCastPercentage(int8 percentage);
- int8 GetCastPercentage();
- void SetSkills(map<string, Skill*>* in_skills);
- void SetSpells(vector<Spell*>* in_spells);
- void SetRunbackLocation(float x, float y, float z, int32 gridid);
- MovementLocation* GetRunbackLocation();
- float GetRunbackDistance();
- void Runback(float distance=0.0f);
- void ClearRunback();
- void AddSkillBonus(int32 spell_id, int32 skill_id, float value);
- virtual void RemoveSkillBonus(int32 spell_id);
- virtual void SetZone(ZoneServer* zone);
- void SetOwner(Entity* owner) { if (owner) { this->owner = owner->GetID(); } else { owner = 0; } }
- Entity* GetOwner();
- int8 GetPetType() { return m_petType; }
- void SetPetType(int8 val) { m_petType = val; }
- void SetPetSpellID(int32 val) { m_petSpellID = val; }
- int32 GetPetSpellID() { return m_petSpellID; }
- void SetPetSpellTier(int8 val) { m_petSpellTier = val; }
- int8 GetPetSpellTier() { return m_petSpellTier; }
- void SetMaxPetLevel(int8 val) { m_petMaxLevel = val; }
- int8 GetMaxPetLevel() { return m_petMaxLevel; }
- void ProcessCombat();
- /// <summary>Sets the brain this NPC should use</summary>
- /// <param name="brain">The brain this npc should use</param>
- void SetBrain(Brain* brain);
- /// <summary>Gets the current brain this NPC uses</summary>
- /// <returns>The Brain this NPC uses</returns>
- ::Brain* Brain() { return m_brain; }
- bool m_runningBack;
- sint16 m_runbackHeadingDir1;
- sint16 m_runbackHeadingDir2;
- bool IsDismissing() { return m_petDismissing; }
- void SetDismissing(bool val) { m_petDismissing = val; }
- private:
- MovementLocation* runback;
- int8 cast_percentage;
- float aggro_radius;
- float base_aggro_radius;
- Spell* GetNextSpell(float distance, int8 type);
- map<string, Skill*>* skills;
- vector<Spell*>* spells;
- int32 primary_spell_list;
- int32 secondary_spell_list;
- int32 primary_skill_list;
- int32 secondary_skill_list;
- int32 equipment_list_id;
- int8 attack_type;
- int8 ai_strategy;
- int32 appearance_id;
- int32 npc_id;
- MutexMap<int32, SkillBonus*> skill_bonus_list;
- int8 m_petType;
- // m_petSpellID holds the spell id used to create this pet
- int32 m_petSpellID;
- int8 m_petSpellTier;
- int32 owner;
- int8 m_petMaxLevel;
- bool m_petDismissing;
- // Because I named the get function Brain() as well we need to use '::' to specify we are refering to
- // the brain class and not the function defined above
- ::Brain* m_brain;
- Mutex MBrain;
- };
- #endif
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