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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_ENTITY__
- #define __EQ2_ENTITY__
- #include "Spawn.h"
- #include "../common/Mutex.h"
- #include "Skills.h"
- #include "MutexList.h"
- #include "MutexVector.h"
- #include <set>
- using namespace std;
- class Entity;
- class NPC;
- class Trade;
- struct LuaSpell;
- struct GroupMemberInfo;
- struct BonusValues{
- int32 spell_id;
- int8 tier;
- int16 type;
- sint32 value;
- int64 class_req;
- vector<int16> race_req;
- vector<int16> faction_req;
- LuaSpell* luaspell;
- };
- struct MaintainedEffects{
- char name[60]; //name of the spell
- int32 target;
- int8 target_type;
- int32 spell_id;
- int32 slot_pos;
- int16 icon;
- int16 icon_backdrop;
- int8 conc_used;
- int8 tier;
- float total_time;
- int32 expire_timestamp;
- LuaSpell* spell;
- };
- struct SpellEffects{
- int32 spell_id;
- Entity* caster;
- float total_time;
- int32 expire_timestamp;
- int16 icon;
- int16 icon_backdrop;
- int8 tier;
- LuaSpell* spell;
- };
- struct DetrimentalEffects {
- int32 spell_id;
- Entity* caster;
- int32 expire_timestamp;
- int16 icon;
- int16 icon_backdrop;
- int8 tier;
- int8 det_type;
- bool incurable;
- LuaSpell* spell;
- int8 control_effect;
- float total_time;
- };
- struct CombatData{
- int32 range_last_attack_time;
- int32 primary_last_attack_time;
- int32 secondary_last_attack_time;
- int16 primary_attack_delay;
- int16 secondary_attack_delay;
- int16 ranged_attack_delay;
- int8 primary_weapon_type;
- int8 secondary_weapon_type;
- int8 ranged_weapon_type;
- int32 primary_weapon_damage_low;
- int32 primary_weapon_damage_high;
- int32 secondary_weapon_damage_low;
- int32 secondary_weapon_damage_high;
- int32 ranged_weapon_damage_low;
- int32 ranged_weapon_damage_high;
- int8 wield_type;
- int16 primary_weapon_delay;
- int16 secondary_weapon_delay;
- int16 ranged_weapon_delay;
- };
- struct InfoStruct{
- char name[40];
- int8 class1;
- int8 class2;
- int8 class3;
- int8 race;
- int8 gender;
- int16 level;
- int16 max_level;
- int16 tradeskill_level;
- int16 tradeskill_max_level;
-
- int8 cur_concentration;
- int8 max_concentration;
- int16 cur_attack;
- int16 attack_base;
- int16 cur_mitigation;
- int16 max_mitigation;
- int16 mitigation_base;
- int16 avoidance_display;
- int16 cur_avoidance;
- int16 base_avoidance_pct;
- int16 avoidance_base;
- int16 max_avoidance;
- int16 parry;
- int16 parry_base;
- int16 deflection;
- int16 deflection_base;
- int16 block;
- int16 block_base;
- float str; //int16
- float sta; //int16
- float agi;//int16
- float wis;//int16
- float intel;//int16
- float str_base;//int16
- float sta_base;//int16
- float agi_base;//int16
- float wis_base;//int16
- float intel_base;//int16
- int16 heat;
- int16 cold;
- int16 magic;
- int16 mental;
- int16 divine;
- int16 disease;
- int16 poison;
- int16 disease_base;
- int16 cold_base;
- int16 divine_base;
- int16 magic_base;
- int16 mental_base;
- int16 heat_base;
- int16 poison_base;
- int16 elemental_base;
- int16 noxious_base;
- int16 arcane_base;
- int32 coin_copper;
- int32 coin_silver;
- int32 coin_gold;
- int32 coin_plat;
- int32 bank_coin_copper;
- int32 bank_coin_silver;
- int32 bank_coin_gold;
- int32 bank_coin_plat;
-
- int32 status_points;
- char deity[32];
- int32 weight;
- int32 max_weight;
- SpellEffects spell_effects[45];
- MaintainedEffects maintained_effects[30];
- int8 tradeskill_class1;
- int8 tradeskill_class2;
- int8 tradeskill_class3;
- int16 account_age_base;
- int8 account_age_bonus[19];
- int16 absorb;
- int32 xp;
- int32 xp_needed;
- int32 xp_debt;
- int16 xp_yellow;
- int16 xp_yellow_vitality_bar;
- int16 xp_blue_vitality_bar;
- int16 xp_blue;
- int32 ts_xp;
- int32 ts_xp_needed;
- int16 tradeskill_exp_yellow;
- int16 tradeskill_exp_blue;
- int32 flags;
- int32 flags2;
- float xp_vitality;
- float tradeskill_xp_vitality;
- int16 mitigation_skill1;
- int16 mitigation_skill2;
- int16 mitigation_skill3;
- float ability_modifier;
- float critical_mitigation;
- float block_chance;
- float uncontested_parry;
- float uncontested_block;
- float uncontested_dodge;
- float uncontested_riposte;
- float crit_chance;
- float crit_bonus;
- float potency;
- float hate_mod;
- float reuse_speed;
- float casting_speed;
- float recovery_speed;
- float spell_reuse_speed;
- float spell_multi_attack;
- float dps;
- float dps_multiplier;
- float attackspeed;
- float haste;
- float multi_attack;
- float flurry;
- float melee_ae;
- float strikethrough;
- float accuracy;
- float offensivespeed;
- float rain;
- float wind;
- sint8 alignment;
- int32 pet_id;
- char pet_name[32];
- float pet_health_pct;
- float pet_power_pct;
- int8 pet_movement;
- int8 pet_behavior;
- int8 vision;
- int8 breathe_underwater;
- char biography[512];
- float drunk;
- };
- struct WardInfo {
- LuaSpell* Spell;
- int32 BaseDamage;
- int32 DamageLeft;
- int8 WardType;
- int8 DamageType;
- bool keepWard;
- int32 DamageAbsorptionPercentage;
- int32 DamageAbsorptionMaxHealthPercent;
- int32 RedirectDamagePercent;
-
- int32 LastRedirectDamage;
- int32 LastAbsorbedDamage;
- int32 HitCount;
- int32 MaxHitCount;
- bool AbsorbAllDamage; // damage is always absorbed, usually spells based on hits, when we pass damage in AddWard as 0 this will be set to true
- };
- #define WARD_TYPE_ALL 0
- #define WARD_TYPE_PHYSICAL 1
- #define WARD_TYPE_MAGICAL 2
- struct Proc {
- LuaSpell* spell;
- Item* item;
- float chance;
- };
- #define PROC_TYPE_OFFENSIVE 1
- #define PROC_TYPE_DEFENSIVE 2
- #define PROC_TYPE_PHYSICAL_OFFENSIVE 3
- #define PROC_TYPE_PHYSICAL_DEFENSIVE 4
- #define PROC_TYPE_MAGICAL_OFFENSIVE 5
- #define PROC_TYPE_MAGICAL_DEFENSIVE 6
- #define PROC_TYPE_BLOCK 7
- #define PROC_TYPE_PARRY 8
- #define PROC_TYPE_RIPOSTE 9
- #define PROC_TYPE_EVADE 10
- #define PROC_TYPE_HEALING 11
- #define PROC_TYPE_BENEFICIAL 12
- #define PROC_TYPE_DEATH 13
- #define PROC_TYPE_KILL 14
- #define PROC_TYPE_DAMAGED 15
- #define PROC_TYPE_DAMAGED_MELEE 16
- #define PROC_TYPE_DAMAGED_MAGIC 17
- #define PROC_TYPE_RANGED_ATTACK 18
- #define PROC_TYPE_RANGED_DEFENSE 19
- struct ThreatTransfer {
- int32 Target;
- float Amount;
- LuaSpell* Spell;
- };
- #define DET_TYPE_TRAUMA 1
- #define DET_TYPE_ARCANE 2
- #define DET_TYPE_NOXIOUS 3
- #define DET_TYPE_ELEMENTAL 4
- #define DET_TYPE_CURSE 5
- #define DISPELL_TYPE_CURE 0
- #define DISPELL_TYPE_DISPELL 1
- #define CONTROL_EFFECT_TYPE_MEZ 1
- #define CONTROL_EFFECT_TYPE_STIFLE 2
- #define CONTROL_EFFECT_TYPE_DAZE 3
- #define CONTROL_EFFECT_TYPE_STUN 4
- #define CONTROL_EFFECT_TYPE_ROOT 5
- #define CONTROL_EFFECT_TYPE_FEAR 6
- #define CONTROL_EFFECT_TYPE_WALKUNDERWATER 7
- #define CONTROL_EFFECT_TYPE_JUMPUNDERWATER 8
- #define CONTROL_EFFECT_TYPE_INVIS 9
- #define CONTROL_EFFECT_TYPE_STEALTH 10
- #define CONTROL_EFFECT_TYPE_SNARE 11
- #define CONTROL_EFFECT_TYPE_FLIGHT 12
- #define CONTROL_EFFECT_TYPE_GLIDE 13
- #define CONTROL_EFFECT_TYPE_SAFEFALL 14
- #define CONTROL_MAX_EFFECTS 15 // always +1 to highest control effect
- #define IMMUNITY_TYPE_MEZ 1
- #define IMMUNITY_TYPE_STIFLE 2
- #define IMMUNITY_TYPE_DAZE 3
- #define IMMUNITY_TYPE_STUN 4
- #define IMMUNITY_TYPE_ROOT 5
- #define IMMUNITY_TYPE_FEAR 6
- #define IMMUNITY_TYPE_AOE 7
- //class Spell;
- //class ZoneServer;
- //The entity class is for NPCs and Players, spawns which are able to fight
- class Entity : public Spawn{
- public:
- Entity();
- virtual ~Entity();
- virtual float GetShieldBlockChance();
- virtual float GetDodgeChance();
- virtual void AddMaintainedSpell(LuaSpell* spell);
- virtual void AddSpellEffect(LuaSpell* spell);
- virtual void RemoveMaintainedSpell(LuaSpell* spell);
- virtual void RemoveSpellEffect(LuaSpell* spell);
- virtual bool HasActiveMaintainedSpell(Spell* spell, Spawn* target);
- virtual bool HasActiveSpellEffect(Spell* spell, Spawn* target);
- virtual void AddSkillBonus(int32 spell_id, int32 skill_id, float value);
- void AddDetrimentalSpell(LuaSpell* spell);
- DetrimentalEffects* GetDetrimentalEffect(int32 spell_id, Entity* caster);
- virtual MaintainedEffects* GetMaintainedSpell(int32 spell_id);
- void RemoveDetrimentalSpell(LuaSpell* spell);
- void SetDeity(int8 new_deity){
- deity = new_deity;
- }
- int8 GetDeity(){ return deity; }
- EquipmentItemList* GetEquipmentList();
- bool IsEntity(){ return true; }
- void CalculateBonuses();
- float CalculateBonusMod();
- float CalculateDPSMultiplier();
- float CalculateCastingSpeedMod();
- InfoStruct* GetInfoStruct();
- int16 GetStr();
- int16 GetSta();
- int16 GetInt();
- int16 GetWis();
- int16 GetAgi();
- int16 GetPrimaryStat();
- int16 GetHeatResistance();
- int16 GetColdResistance();
- int16 GetMagicResistance();
- int16 GetMentalResistance();
- int16 GetDivineResistance();
- int16 GetDiseaseResistance();
- int16 GetPoisonResistance();
- int16 GetStrBase();
- int16 GetStaBase();
- int16 GetIntBase();
- int16 GetWisBase();
- int16 GetAgiBase();
- int16 GetHeatResistanceBase();
- int16 GetColdResistanceBase();
- int16 GetMagicResistanceBase();
- int16 GetMentalResistanceBase();
- int16 GetDivineResistanceBase();
- int16 GetDiseaseResistanceBase();
- int16 GetPoisonResistanceBase();
- int8 GetConcentrationCurrent();
- int8 GetConcentrationMax();
- sint8 GetAlignment();
- void SetAlignment(sint8 new_value);
- bool HasMoved(bool include_heading);
- void SetHPRegen(int16 new_val);
- void SetPowerRegen(int16 new_val);
- int16 GetHPRegen();
- int16 GetPowerRegen();
- void DoRegenUpdate();
- MaintainedEffects* GetFreeMaintainedSpellSlot();
- SpellEffects* GetFreeSpellEffectSlot();
- SpellEffects* GetSpellEffect(int32 id, Entity* caster = 0);
- //flags
- int32 GetFlags() { return info_struct.flags; }
- int32 GetFlags2() { return info_struct.flags2; }
- bool query_flags(int flag) {
- if (flag > 63) return false;
- if (flag < 32) return ((info_struct.flags & (1 << flag))?true:false);
- return ((info_struct.flags2 & (1 << (flag - 32)))?true:false);
- }
- float GetMaxSpeed();
- void SetMaxSpeed(float val);
- //combat stuff:
- int32 GetRangeLastAttackTime();
- void SetRangeLastAttackTime(int32 time);
- int16 GetRangeAttackDelay();
- int16 GetRangeWeaponDelay() {return ranged_combat_data.ranged_weapon_delay;}
- void SetRangeWeaponDelay(int16 new_delay) {ranged_combat_data.ranged_weapon_delay = new_delay * 100;}
- void SetRangeAttackDelay(int16 new_delay) {ranged_combat_data.ranged_attack_delay = new_delay;}
- int32 GetPrimaryLastAttackTime();
- int16 GetPrimaryAttackDelay();
- void SetPrimaryAttackDelay(int16 new_delay);
- void SetPrimaryLastAttackTime(int32 new_time);
- void SetPrimaryWeaponDelay(int16 new_delay) {melee_combat_data.primary_weapon_delay = new_delay * 100;}
- int32 GetSecondaryLastAttackTime();
- int16 GetSecondaryAttackDelay();
- void SetSecondaryAttackDelay(int16 new_delay);
- void SetSecondaryLastAttackTime(int32 new_time);
- void SetSecondaryWeaponDelay(int16 new_delay) {melee_combat_data.primary_weapon_delay = new_delay * 100;}
- int32 GetPrimaryWeaponMinDamage();
- int32 GetPrimaryWeaponMaxDamage();
- int32 GetSecondaryWeaponMinDamage();
- int32 GetSecondaryWeaponMaxDamage();
- int32 GetRangedWeaponMinDamage();
- int32 GetRangedWeaponMaxDamage();
- int8 GetPrimaryWeaponType();
- int8 GetSecondaryWeaponType();
- int8 GetRangedWeaponType();
- int8 GetWieldType();
- int16 GetPrimaryWeaponDelay() {return melee_combat_data.primary_weapon_delay;}
- int16 GetSecondaryWeaponDelay() {return melee_combat_data.secondary_weapon_delay;}
- bool IsDualWield();
- bool BehindTarget(Spawn* target);
- bool FlankingTarget(Spawn* target);
- void ChangePrimaryWeapon();
- void ChangeSecondaryWeapon();
- void ChangeRangedWeapon();
- virtual Skill* GetSkillByName(const char* name, bool check_update = false);
- bool AttackAllowed(Entity* target, float distance = 0, bool range_attack = false);
- bool PrimaryWeaponReady();
- bool SecondaryWeaponReady();
- bool RangeWeaponReady();
- void MeleeAttack(Spawn* victim, float distance, bool primary, bool multi_attack = false);
- void RangeAttack(Spawn* victim, float distance, Item* weapon, Item* ammo, bool multi_attack = false);
- 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);
- bool ProcAttack(Spawn* victim, int8 damage_type, int32 low_damage, int32 high_damage, string name, string success_msg, string effect_msg);
- 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);
- int8 DetermineHit(Spawn* victim, int8 damage_type, float ToHitBonus, bool spell);
- float GetDamageTypeResistPercentage(int8 damage_type);
- Skill* GetSkillByWeaponType(int8 type, bool update);
- 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);
- void AddHate(Entity* attacker, sint32 hate);
- bool CheckInterruptSpell(Entity* attacker);
- void KillSpawn(Spawn* dead, int8 damage_type = 0, int16 kill_blow_type = 0);
- void SetAttackDelay(bool primary = false, bool ranged = false);
- float CalculateAttackSpeedMod();
- virtual void ProcessCombat();
- bool EngagedInCombat();
- virtual void InCombat(bool val);
- bool IsCasting();
- void IsCasting(bool val);
- bool HasLoot(){
- if(loot_items.size() == 0 && loot_coins == 0)
- return false;
- return true;
- }
- bool HasLootItemID(int32 id);
- int32 GetLootItemID();
- Item* LootItem(int32 id);
- vector<Item*>* GetLootItems(){
- return &loot_items;
- }
- void LockLoot(){
- MLootItems.lock();
- }
- void UnlockLoot(){
- MLootItems.unlock();
- }
- int32 GetLootCoins(){
- return loot_coins;
- }
- void SetLootCoins(int32 val){
- loot_coins = val;
- }
- void AddLootCoins(int32 coins){
- loot_coins += coins;
- }
- bool HasTrapTriggered() {
- return trap_triggered;
- }
- void SetTrapTriggered(bool triggered) {
- trap_triggered = triggered;
- }
- 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;
- loot_items.push_back(item);
- }
- }
- void SetMount(int16 val, bool setUpdateFlags = true) {
- if(val == 0){
- EQ2_Color color;
- color.red = 0;
- color.green = 0;
- color.blue = 0;
- SetMountColor(&color);
- SetMountSaddleColor(&color);
- }
- SetInfo(&features.mount_model_type, val, setUpdateFlags);
- }
- void SetEquipment(Item* item, int8 slot = 255);
- void SetEquipment(int8 slot, int16 type, int8 red, int8 green, int8 blue, int8 h_r, int8 h_g, int8 h_b){
- SetInfo(&equipment.equip_id[slot], type);
- SetInfo(&equipment.color[slot].red, red);
- SetInfo(&equipment.color[slot].green, green);
- SetInfo(&equipment.color[slot].blue, blue);
- SetInfo(&equipment.highlight[slot].red, h_r);
- SetInfo(&equipment.highlight[slot].green, h_g);
- SetInfo(&equipment.highlight[slot].blue, h_b);
- }
- void SetHairType(int16 new_val, bool setUpdateFlags = true){
- SetInfo(&features.hair_type, new_val, setUpdateFlags);
- }
- void SetHairColor(EQ2_Color new_val, bool setUpdateFlags = true){
- SetInfo(&features.hair_type_color, new_val, setUpdateFlags);
- }
- void SetHairHighlightColor(EQ2_Color new_val, bool setUpdateFlags = true){
- SetInfo(&features.hair_type_highlight_color, new_val, setUpdateFlags);
- }
- void SetFacialHairType(int16 new_val, bool setUpdateFlags = true){
- SetInfo(&features.hair_face_type, new_val, setUpdateFlags);
- }
- void SetFacialHairColor(EQ2_Color new_val, bool setUpdateFlags = true){
- SetInfo(&features.hair_face_color, new_val, setUpdateFlags);
- }
- void SetFacialHairHighlightColor(EQ2_Color new_val, bool setUpdateFlags = true){
- SetInfo(&features.hair_face_highlight_color, new_val, setUpdateFlags);
- }
- void SetWingType(int16 new_val, bool setUpdateFlags = true){
- SetInfo(&features.wing_type, new_val, setUpdateFlags);
- }
- void SetWingColor1(EQ2_Color new_val, bool setUpdateFlags = true){
- SetInfo(&features.wing_color1, new_val, setUpdateFlags);
- }
- void SetWingColor2(EQ2_Color new_val, bool setUpdateFlags = true){
- SetInfo(&features.wing_color2, new_val, setUpdateFlags);
- }
- void SetChestType(int16 new_val, bool setUpdateFlags = true){
- SetInfo(&features.chest_type, new_val, setUpdateFlags);
- }
- void SetLegsType(int16 new_val, bool setUpdateFlags = true){
- SetInfo(&features.legs_type, new_val, setUpdateFlags);
- }
- void SetSogaHairType(int16 new_val, bool setUpdateFlags = true){
- SetInfo(&features.soga_hair_type, new_val, setUpdateFlags);
- }
- void SetSogaFacialHairType(int16 new_val, bool setUpdateFlags = true){
- SetInfo(&features.soga_hair_face_type, new_val, setUpdateFlags);
- }
- void SetSogaChestType(int16 new_val, bool setUpdateFlags = true){
- SetInfo(&features.soga_chest_type, new_val, setUpdateFlags);
- }
- void SetSogaLegType(int16 new_val, bool setUpdateFlags = true){
- SetInfo(&features.soga_legs_type, new_val, setUpdateFlags);
- }
- void SetSkinColor(EQ2_Color color){
- SetInfo(&features.skin_color, color);
- }
- void SetCombatVoice(int16 val, bool setUpdateFlags = true) {
- SetInfo(&features.combat_voice, val, setUpdateFlags);
- }
- void SetEmoteVoice(int16 val, bool setUpdateFlags = true) {
- SetInfo(&features.emote_voice, val, setUpdateFlags);
- }
- int16 GetCombatVoice(){ return features.combat_voice; }
- int16 GetEmoteVoice(){ return features.emote_voice; }
- int16 GetMount(){ return features.mount_model_type; }
- void SetMountSaddleColor(EQ2_Color* color){
- SetInfo(&features.mount_saddle_color, *color);
- }
- void SetMountColor(EQ2_Color* color){
- SetInfo(&features.mount_color, *color);
- }
- void SetEyeColor(EQ2_Color eye_color){
- SetInfo(&features.eye_color, eye_color);
- }
- int16 GetHairType(){
- return features.hair_type;
- }
- int16 GetFacialHairType(){
- return features.hair_face_type;
- }
- int16 GetWingType(){
- return features.wing_type;
- }
- int16 GetChestType(){
- return features.chest_type;
- }
- int16 GetLegsType(){
- return features.legs_type;
- }
- int16 GetSogaHairType(){
- return features.soga_hair_type;
- }
- int16 GetSogaFacialHairType(){
- return features.soga_hair_face_type;
- }
- int16 GetSogaChestType(){
- return features.soga_chest_type;
- }
- int16 GetSogaLegType(){
- return features.soga_legs_type;
- }
- EQ2_Color* GetSkinColor(){
- return &features.skin_color;
- }
- EQ2_Color* GetEyeColor(){
- return &features.eye_color;
- }
- EQ2_Color* GetMountSaddleColor(){
- return &features.mount_saddle_color;
- }
- EQ2_Color* GetMountColor(){
- return &features.mount_color;
- }
- EQ2_Equipment equipment;
- CharFeatures features;
- void AddSpellBonus(LuaSpell* spell, int16 type, float value, int64 class_req =0, vector<int16> race_req = vector<int16>(), vector<int16> faction_req = vector<int16>());
- BonusValues* GetSpellBonus(int32 spell_id);
- vector<BonusValues*>* GetAllSpellBonuses(LuaSpell* spell);
- bool CheckSpellBonusRemoval(LuaSpell* spell, int16 type);
- void RemoveSpellBonus(const LuaSpell* spell);
- void CalculateSpellBonuses(ItemStatsValues* stats);
- void AddMezSpell(LuaSpell* spell);
- void RemoveMezSpell(LuaSpell* spell);
- void RemoveAllMezSpells();
- bool IsMezzed();
- void AddStifleSpell(LuaSpell* spell);
- void RemoveStifleSpell(LuaSpell* spell);
- bool IsStifled();
- void AddDazeSpell(LuaSpell* spell);
- void RemoveDazeSpell(LuaSpell* spell);
- bool IsDazed();
- void AddStunSpell(LuaSpell* spell);
- void RemoveStunSpell(LuaSpell* spell);
- bool IsStunned();
- bool IsMezzedOrStunned() {return IsMezzed() || IsStunned();}
- void AddRootSpell(LuaSpell* spell);
- void RemoveRootSpell(LuaSpell* spell);
- bool IsRooted();
- void AddFearSpell(LuaSpell* spell);
- void RemoveFearSpell(LuaSpell* spell);
- bool IsFeared();
- void AddSnareSpell(LuaSpell* spell);
- void RemoveSnareSpell(LuaSpell* spell);
- void SetSnareValue(LuaSpell* spell, float snare_val);
- bool IsSnared();
- float GetHighestSnare();
- void HaltMovement();
- void SetCombatPet(Entity* pet) { this->pet = pet; }
- void SetCharmedPet(Entity* pet) { charmedPet = pet; }
- void SetDeityPet(Entity* pet) { deityPet = pet; }
- void SetCosmeticPet(Entity* pet) { cosmeticPet = pet; }
- Entity* GetPet() { return pet; }
- Entity* GetCharmedPet() { return charmedPet; }
- Entity* GetDeityPet() { return deityPet; }
- Entity* GetCosmeticPet() { return cosmeticPet; }
- /// <summary>Check to see if the entity has a combat pet</summary>
- /// <returns>True if the entity has a combat pet</returns>
- bool HasPet() { return (pet || charmedPet) ? true : false; }
- void HideDeityPet(bool val);
- void HideCosmeticPet(bool val);
- void DismissPet(NPC* pet, bool from_death = false);
- /// <summary>Creates a loot chest to drop in the world</summary>
- /// <returns>Pointer to the chest</returns>
- NPC* DropChest();
- /// <summary>Add a ward to the entities ward list</summary>
- /// <param name='spellID'>Spell id of the ward to add</param>
- /// <param name='ward'>WardInfo* of the ward we are adding</parma>
- void AddWard(int32 spellID, WardInfo* ward);
- /// <summary>Gets ward info for the given spell id</summary>
- /// <param name='spellID'>The spell id of the ward we want to get</param>
- /// <returns>WardInfo for the given spell id</returns>
- WardInfo* GetWard(int32 spellID);
- /// <summary>Removes the ward with the given spell id</summary>
- /// <param name='spellID'>The spell id of the ward to remove</param>
- void RemoveWard(int32 spellID);
- /// <summary>Subtracts the given damage from the wards</summary>
- /// <param name='damage'>The damage to subtract from the wards</param>
- /// <returns>The amount of damage left after wards</returns>
- int32 CheckWards(Entity* attacker, int32 damage, int8 damage_type);
- map<int16, float> stats;
- /// <summary>Adds a proc to the list of current procs</summary>
- /// <param name='type'>The type of proc to add</param>
- /// <param name='chance'>The percent chance the proc has to go off</param>
- /// <param name='item'>The item the proc is coming from if any</param>
- /// <param name='spell'>The spell the proc is coming from if any</param>
- void AddProc(int8 type, float chance, Item* item = 0, LuaSpell* spell = 0);
- /// <summary>Removes a proc from the list of current procs</summary>
- /// <param name='item'>Item the proc is from</param>
- /// <param name='spell'>Spell the proc is from</param>
- void RemoveProc(Item* item = 0, LuaSpell* spell = 0);
- /// <summary>Cycles through the proc list and executes them if they can go off</summary>
- /// <param name='type'>The proc type to check</param>
- /// <param name='target'>The target of the proc if it goes off</param>
- void CheckProcs(int8 type, Spawn* target);
- /// <summary>Clears the entire proc list</summary>
- void ClearProcs();
- float GetSpeed();
- float GetAirSpeed();
- float GetBaseSpeed() { return base_speed; }
- void SetSpeed(float val, bool override_ = false) { if ((base_speed == 0.0f && val > 0.0f) || override_) base_speed = val; speed = val; }
- void SetSpeedMultiplier(float val) { speed_multiplier = val; }
- void SetThreatTransfer(ThreatTransfer* transfer) { m_threatTransfer = transfer; }
- ThreatTransfer* GetThreatTransfer() { return m_threatTransfer; }
- int8 GetTraumaCount();
- int8 GetArcaneCount();
- int8 GetNoxiousCount();
- int8 GetElementalCount();
- int8 GetCurseCount();
- int8 GetDetTypeCount(int8 det_type);
- int8 GetDetCount();
- bool HasCurableDetrimentType(int8 det_type);
- Mutex* GetDetrimentMutex();
- Mutex* GetMaintainedMutex();
- Mutex* GetSpellEffectMutex();
- void ClearAllDetriments();
- void CureDetrimentByType(int8 cure_count, int8 det_type, string cure_name, Entity* caster, int8 cure_level = 0);
- void CureDetrimentByControlEffect(int8 cure_count, int8 det_type, string cure_name, Entity* caster, int8 cure_level = 0);
- vector<DetrimentalEffects>* GetDetrimentalSpellEffects();
- void RemoveEffectsFromLuaSpell(LuaSpell* spell);
- virtual void RemoveSkillBonus(int32 spell_id);
- virtual bool CanSeeInvis(Entity* target);
- void CancelAllStealth();
- bool IsStealthed();
- bool IsInvis();
- void AddInvisSpell(LuaSpell* spell);
- void AddStealthSpell(LuaSpell* spell);
- void RemoveStealthSpell(LuaSpell* spell);
- void RemoveInvisSpell(LuaSpell* spell);
- void AddWaterwalkSpell(LuaSpell* spell);
- void AddWaterjumpSpell(LuaSpell* spell);
- void RemoveWaterwalkSpell(LuaSpell* spell);
- void RemoveWaterjumpSpell(LuaSpell* spell);
- void AddAOEImmunity(LuaSpell* spell);
- bool IsAOEImmune();
- void RemoveAOEImmunity(LuaSpell* spell);
- void AddStunImmunity(LuaSpell* spell);
- void RemoveStunImmunity(LuaSpell* spell);
- bool IsStunImmune();
- void AddStifleImmunity(LuaSpell* spell);
- void RemoveStifleImmunity(LuaSpell* spell);
- bool IsStifleImmune();
- void AddMezImmunity(LuaSpell* spell);
- void RemoveMezImmunity(LuaSpell* spell);
- bool IsMezImmune();
- void AddRootImmunity(LuaSpell* spell);
- void RemoveRootImmunity(LuaSpell* spell);
- bool IsRootImmune();
- void AddFearImmunity(LuaSpell* spell);
- void RemoveFearImmunity(LuaSpell* spell);
- bool IsFearImmune();
- void AddDazeImmunity(LuaSpell* spell);
- void RemoveDazeImmunity(LuaSpell* spell);
- bool IsDazeImmune();
- void AddFlightSpell(LuaSpell* spell);
- void RemoveFlightSpell(LuaSpell* spell);
- void AddSafefallSpell(LuaSpell* spell);
- void RemoveSafefallSpell(LuaSpell* spell);
- void AddGlideSpell(LuaSpell* spell);
- void RemoveGlideSpell(LuaSpell* spell);
- GroupMemberInfo* GetGroupMemberInfo() { return group_member_info; }
- void SetGroupMemberInfo(GroupMemberInfo* info) { group_member_info = info; }
- void UpdateGroupMemberInfo();
- void CustomizeAppearance(PacketStruct* packet);
- void ClearLootList() {
- vector<Item*>::iterator itr;
- for (itr = loot_items.begin(); itr != loot_items.end(); itr++)
- safe_delete(*itr);
- loot_items.clear();
- }
- Trade* trade;
- // Keep track of entities that hate this spawn.
- set<int32> HatedBy;
- Mutex MCommandMutex;
- protected:
- bool in_combat;
- private:
- MutexList<BonusValues*> bonus_list;
- map<int8, MutexList<LuaSpell*>*> control_effects;
- map<int8, MutexList<LuaSpell*>*> immunities;
- float max_speed;
- vector<Item*> loot_items;
- int32 loot_coins;
- bool trap_triggered;
- int8 deity;
- sint16 regen_hp_rate;
- sint16 regen_power_rate;
- float last_x;
- float last_y;
- float last_z;
- float last_heading;
- bool casting;
- InfoStruct info_struct;
- CombatData melee_combat_data;
- CombatData ranged_combat_data;
- map<int8, int8> det_count_list;
- Mutex MDetriments;
- Mutex MMaintainedSpells;
- Mutex MSpellEffects;
- vector<DetrimentalEffects> detrimental_spell_effects;
- Mutex MLootItems;
- // Pointers for the 4 types of pets (Summon, Charm, Deity, Cosmetic)
- Entity* pet;
- Entity* charmedPet;
- Entity* deityPet;
- Entity* cosmeticPet;
- // int32 = spell id, WardInfo* = pointer to ward info
- map<int32, WardInfo*> m_wardList;
- // int8 = type, vector<Proc*> = list of pointers to proc info
- map <int8, vector<Proc*> > m_procList;
- Mutex MProcList;
- /// <summary>Actually calls the lua script to cast the proc</summary>
- /// <param name='proc'>Proc to be cast</param>
- /// <param name='type'>Type of proc going off</type>
- /// <param name='target'>Target of the proc</param>
- bool CastProc(Proc* proc, int8 type, Spawn* target);
- float base_speed;
- float speed;
- float speed_multiplier;
- map<LuaSpell*, float> snare_values;
- ThreatTransfer* m_threatTransfer;
- GroupMemberInfo* group_member_info;
- };
- #endif
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