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. int8 DamageAbsorptionPercentage;
  240. int8 DamageAbsorptionMaxHealthPercent;
  241. };
  242. #define WARD_TYPE_ALL 0
  243. #define WARD_TYPE_PHYSICAL 1
  244. #define WARD_TYPE_MAGICAL 2
  245. struct Proc {
  246. LuaSpell* spell;
  247. Item* item;
  248. float chance;
  249. };
  250. #define PROC_TYPE_OFFENSIVE 1
  251. #define PROC_TYPE_DEFENSIVE 2
  252. #define PROC_TYPE_PHYSICAL_OFFENSIVE 3
  253. #define PROC_TYPE_PHYSICAL_DEFENSIVE 4
  254. #define PROC_TYPE_MAGICAL_OFFENSIVE 5
  255. #define PROC_TYPE_MAGICAL_DEFENSIVE 6
  256. #define PROC_TYPE_BLOCK 7
  257. #define PROC_TYPE_PARRY 8
  258. #define PROC_TYPE_RIPOSTE 9
  259. #define PROC_TYPE_EVADE 10
  260. #define PROC_TYPE_HEALING 11
  261. #define PROC_TYPE_BENEFICIAL 12
  262. #define PROC_TYPE_DEATH 13
  263. #define PROC_TYPE_KILL 14
  264. #define PROC_TYPE_DAMAGED 15
  265. #define PROC_TYPE_DAMAGED_MELEE 16
  266. #define PROC_TYPE_DAMAGED_MAGIC 17
  267. #define PROC_TYPE_RANGED_ATTACK 18
  268. #define PROC_TYPE_RANGED_DEFENSE 19
  269. struct ThreatTransfer {
  270. int32 Target;
  271. float Amount;
  272. LuaSpell* Spell;
  273. };
  274. #define DET_TYPE_TRAUMA 1
  275. #define DET_TYPE_ARCANE 2
  276. #define DET_TYPE_NOXIOUS 3
  277. #define DET_TYPE_ELEMENTAL 4
  278. #define DET_TYPE_CURSE 5
  279. #define DISPELL_TYPE_CURE 0
  280. #define DISPELL_TYPE_DISPELL 1
  281. #define CONTROL_EFFECT_TYPE_MEZ 1
  282. #define CONTROL_EFFECT_TYPE_STIFLE 2
  283. #define CONTROL_EFFECT_TYPE_DAZE 3
  284. #define CONTROL_EFFECT_TYPE_STUN 4
  285. #define CONTROL_EFFECT_TYPE_ROOT 5
  286. #define CONTROL_EFFECT_TYPE_FEAR 6
  287. #define CONTROL_EFFECT_TYPE_WALKUNDERWATER 7
  288. #define CONTROL_EFFECT_TYPE_JUMPUNDERWATER 8
  289. #define CONTROL_EFFECT_TYPE_INVIS 9
  290. #define CONTROL_EFFECT_TYPE_STEALTH 10
  291. #define CONTROL_EFFECT_TYPE_SNARE 11
  292. #define CONTROL_EFFECT_TYPE_FLIGHT 12
  293. #define CONTROL_EFFECT_TYPE_GLIDE 13
  294. #define CONTROL_EFFECT_TYPE_SAFEFALL 14
  295. #define CONTROL_MAX_EFFECTS 15 // always +1 to highest control effect
  296. #define IMMUNITY_TYPE_MEZ 1
  297. #define IMMUNITY_TYPE_STIFLE 2
  298. #define IMMUNITY_TYPE_DAZE 3
  299. #define IMMUNITY_TYPE_STUN 4
  300. #define IMMUNITY_TYPE_ROOT 5
  301. #define IMMUNITY_TYPE_FEAR 6
  302. #define IMMUNITY_TYPE_AOE 7
  303. //class Spell;
  304. //class ZoneServer;
  305. //The entity class is for NPCs and Players, spawns which are able to fight
  306. class Entity : public Spawn{
  307. public:
  308. Entity();
  309. virtual ~Entity();
  310. virtual float GetShieldBlockChance();
  311. virtual float GetDodgeChance();
  312. virtual void AddMaintainedSpell(LuaSpell* spell);
  313. virtual void AddSpellEffect(LuaSpell* spell);
  314. virtual void RemoveMaintainedSpell(LuaSpell* spell);
  315. virtual void RemoveSpellEffect(LuaSpell* spell);
  316. virtual bool HasActiveMaintainedSpell(Spell* spell, Spawn* target);
  317. virtual bool HasActiveSpellEffect(Spell* spell, Spawn* target);
  318. virtual void AddSkillBonus(int32 spell_id, int32 skill_id, float value);
  319. void AddDetrimentalSpell(LuaSpell* spell);
  320. DetrimentalEffects* GetDetrimentalEffect(int32 spell_id, Entity* caster);
  321. virtual MaintainedEffects* GetMaintainedSpell(int32 spell_id);
  322. void RemoveDetrimentalSpell(LuaSpell* spell);
  323. void SetDeity(int8 new_deity){
  324. deity = new_deity;
  325. }
  326. int8 GetDeity(){ return deity; }
  327. EquipmentItemList* GetEquipmentList();
  328. bool IsEntity(){ return true; }
  329. void CalculateBonuses();
  330. float CalculateBonusMod();
  331. float CalculateDPSMultiplier();
  332. float CalculateCastingSpeedMod();
  333. InfoStruct* GetInfoStruct();
  334. int16 GetStr();
  335. int16 GetSta();
  336. int16 GetInt();
  337. int16 GetWis();
  338. int16 GetAgi();
  339. int16 GetPrimaryStat();
  340. int16 GetHeatResistance();
  341. int16 GetColdResistance();
  342. int16 GetMagicResistance();
  343. int16 GetMentalResistance();
  344. int16 GetDivineResistance();
  345. int16 GetDiseaseResistance();
  346. int16 GetPoisonResistance();
  347. int16 GetStrBase();
  348. int16 GetStaBase();
  349. int16 GetIntBase();
  350. int16 GetWisBase();
  351. int16 GetAgiBase();
  352. int16 GetHeatResistanceBase();
  353. int16 GetColdResistanceBase();
  354. int16 GetMagicResistanceBase();
  355. int16 GetMentalResistanceBase();
  356. int16 GetDivineResistanceBase();
  357. int16 GetDiseaseResistanceBase();
  358. int16 GetPoisonResistanceBase();
  359. int8 GetConcentrationCurrent();
  360. int8 GetConcentrationMax();
  361. sint8 GetAlignment();
  362. void SetAlignment(sint8 new_value);
  363. bool HasMoved(bool include_heading);
  364. void SetHPRegen(int16 new_val);
  365. void SetPowerRegen(int16 new_val);
  366. int16 GetHPRegen();
  367. int16 GetPowerRegen();
  368. void DoRegenUpdate();
  369. MaintainedEffects* GetFreeMaintainedSpellSlot();
  370. SpellEffects* GetFreeSpellEffectSlot();
  371. SpellEffects* GetSpellEffect(int32 id, Entity* caster = 0);
  372. //flags
  373. int32 GetFlags() { return info_struct.flags; }
  374. int32 GetFlags2() { return info_struct.flags2; }
  375. bool query_flags(int flag) {
  376. if (flag > 63) return false;
  377. if (flag < 32) return ((info_struct.flags & (1 << flag))?true:false);
  378. return ((info_struct.flags2 & (1 << (flag - 32)))?true:false);
  379. }
  380. float GetMaxSpeed();
  381. void SetMaxSpeed(float val);
  382. //combat stuff:
  383. int32 GetRangeLastAttackTime();
  384. void SetRangeLastAttackTime(int32 time);
  385. int16 GetRangeAttackDelay();
  386. int16 GetRangeWeaponDelay() {return ranged_combat_data.ranged_weapon_delay;}
  387. void SetRangeWeaponDelay(int16 new_delay) {ranged_combat_data.ranged_weapon_delay = new_delay * 100;}
  388. void SetRangeAttackDelay(int16 new_delay) {ranged_combat_data.ranged_attack_delay = new_delay;}
  389. int32 GetPrimaryLastAttackTime();
  390. int16 GetPrimaryAttackDelay();
  391. void SetPrimaryAttackDelay(int16 new_delay);
  392. void SetPrimaryLastAttackTime(int32 new_time);
  393. void SetPrimaryWeaponDelay(int16 new_delay) {melee_combat_data.primary_weapon_delay = new_delay * 100;}
  394. int32 GetSecondaryLastAttackTime();
  395. int16 GetSecondaryAttackDelay();
  396. void SetSecondaryAttackDelay(int16 new_delay);
  397. void SetSecondaryLastAttackTime(int32 new_time);
  398. void SetSecondaryWeaponDelay(int16 new_delay) {melee_combat_data.primary_weapon_delay = new_delay * 100;}
  399. int32 GetPrimaryWeaponMinDamage();
  400. int32 GetPrimaryWeaponMaxDamage();
  401. int32 GetSecondaryWeaponMinDamage();
  402. int32 GetSecondaryWeaponMaxDamage();
  403. int32 GetRangedWeaponMinDamage();
  404. int32 GetRangedWeaponMaxDamage();
  405. int8 GetPrimaryWeaponType();
  406. int8 GetSecondaryWeaponType();
  407. int8 GetRangedWeaponType();
  408. int8 GetWieldType();
  409. int16 GetPrimaryWeaponDelay() {return melee_combat_data.primary_weapon_delay;}
  410. int16 GetSecondaryWeaponDelay() {return melee_combat_data.secondary_weapon_delay;}
  411. bool IsDualWield();
  412. bool BehindTarget(Spawn* target);
  413. bool FlankingTarget(Spawn* target);
  414. void ChangePrimaryWeapon();
  415. void ChangeSecondaryWeapon();
  416. void ChangeRangedWeapon();
  417. virtual Skill* GetSkillByName(const char* name, bool check_update = false);
  418. bool AttackAllowed(Entity* target, float distance = 0, bool range_attack = false);
  419. bool PrimaryWeaponReady();
  420. bool SecondaryWeaponReady();
  421. bool RangeWeaponReady();
  422. void MeleeAttack(Spawn* victim, float distance, bool primary, bool multi_attack = false);
  423. void RangeAttack(Spawn* victim, float distance, Item* weapon, Item* ammo, bool multi_attack = false);
  424. 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);
  425. bool ProcAttack(Spawn* victim, int8 damage_type, int32 low_damage, int32 high_damage, string name, string success_msg, string effect_msg);
  426. 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);
  427. int8 DetermineHit(Spawn* victim, int8 damage_type, float ToHitBonus, bool spell);
  428. float GetDamageTypeResistPercentage(int8 damage_type);
  429. Skill* GetSkillByWeaponType(int8 type, bool update);
  430. 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);
  431. void AddHate(Entity* attacker, sint32 hate);
  432. bool CheckInterruptSpell(Entity* attacker);
  433. void KillSpawn(Spawn* dead, int8 damage_type = 0, int16 kill_blow_type = 0);
  434. void SetAttackDelay(bool primary = false, bool ranged = false);
  435. float CalculateAttackSpeedMod();
  436. virtual void ProcessCombat();
  437. bool EngagedInCombat();
  438. virtual void InCombat(bool val);
  439. bool IsCasting();
  440. void IsCasting(bool val);
  441. bool HasLoot(){
  442. if(loot_items.size() == 0 && loot_coins == 0)
  443. return false;
  444. return true;
  445. }
  446. bool HasLootItemID(int32 id);
  447. int32 GetLootItemID();
  448. Item* LootItem(int32 id);
  449. vector<Item*>* GetLootItems(){
  450. return &loot_items;
  451. }
  452. void LockLoot(){
  453. MLootItems.lock();
  454. }
  455. void UnlockLoot(){
  456. MLootItems.unlock();
  457. }
  458. int32 GetLootCoins(){
  459. return loot_coins;
  460. }
  461. void SetLootCoins(int32 val){
  462. loot_coins = val;
  463. }
  464. void AddLootCoins(int32 coins){
  465. loot_coins += coins;
  466. }
  467. bool HasTrapTriggered() {
  468. return trap_triggered;
  469. }
  470. void SetTrapTriggered(bool triggered) {
  471. trap_triggered = triggered;
  472. }
  473. void AddLootItem(int32 id, int16 charges = 1){
  474. Item* master_item = master_item_list.GetItem(id);
  475. if(master_item){
  476. Item* item = new Item(master_item);
  477. item->details.count = charges;
  478. loot_items.push_back(item);
  479. }
  480. }
  481. void SetMount(int16 val, bool setUpdateFlags = true) {
  482. if(val == 0){
  483. EQ2_Color color;
  484. color.red = 0;
  485. color.green = 0;
  486. color.blue = 0;
  487. SetMountColor(&color);
  488. SetMountSaddleColor(&color);
  489. }
  490. SetInfo(&features.mount_model_type, val, setUpdateFlags);
  491. }
  492. void SetEquipment(Item* item, int8 slot = 255);
  493. void SetEquipment(int8 slot, int16 type, int8 red, int8 green, int8 blue, int8 h_r, int8 h_g, int8 h_b){
  494. SetInfo(&equipment.equip_id[slot], type);
  495. SetInfo(&equipment.color[slot].red, red);
  496. SetInfo(&equipment.color[slot].green, green);
  497. SetInfo(&equipment.color[slot].blue, blue);
  498. SetInfo(&equipment.highlight[slot].red, h_r);
  499. SetInfo(&equipment.highlight[slot].green, h_g);
  500. SetInfo(&equipment.highlight[slot].blue, h_b);
  501. }
  502. void SetHairType(int16 new_val, bool setUpdateFlags = true){
  503. SetInfo(&features.hair_type, new_val, setUpdateFlags);
  504. }
  505. void SetHairColor(EQ2_Color new_val, bool setUpdateFlags = true){
  506. SetInfo(&features.hair_type_color, new_val, setUpdateFlags);
  507. }
  508. void SetHairHighlightColor(EQ2_Color new_val, bool setUpdateFlags = true){
  509. SetInfo(&features.hair_type_highlight_color, new_val, setUpdateFlags);
  510. }
  511. void SetFacialHairType(int16 new_val, bool setUpdateFlags = true){
  512. SetInfo(&features.hair_face_type, new_val, setUpdateFlags);
  513. }
  514. void SetFacialHairColor(EQ2_Color new_val, bool setUpdateFlags = true){
  515. SetInfo(&features.hair_face_color, new_val, setUpdateFlags);
  516. }
  517. void SetFacialHairHighlightColor(EQ2_Color new_val, bool setUpdateFlags = true){
  518. SetInfo(&features.hair_face_highlight_color, new_val, setUpdateFlags);
  519. }
  520. void SetWingType(int16 new_val, bool setUpdateFlags = true){
  521. SetInfo(&features.wing_type, new_val, setUpdateFlags);
  522. }
  523. void SetWingColor1(EQ2_Color new_val, bool setUpdateFlags = true){
  524. SetInfo(&features.wing_color1, new_val, setUpdateFlags);
  525. }
  526. void SetWingColor2(EQ2_Color new_val, bool setUpdateFlags = true){
  527. SetInfo(&features.wing_color2, new_val, setUpdateFlags);
  528. }
  529. void SetChestType(int16 new_val, bool setUpdateFlags = true){
  530. SetInfo(&features.chest_type, new_val, setUpdateFlags);
  531. }
  532. void SetLegsType(int16 new_val, bool setUpdateFlags = true){
  533. SetInfo(&features.legs_type, new_val, setUpdateFlags);
  534. }
  535. void SetSogaHairType(int16 new_val, bool setUpdateFlags = true){
  536. SetInfo(&features.soga_hair_type, new_val, setUpdateFlags);
  537. }
  538. void SetSogaFacialHairType(int16 new_val, bool setUpdateFlags = true){
  539. SetInfo(&features.soga_hair_face_type, new_val, setUpdateFlags);
  540. }
  541. void SetSogaChestType(int16 new_val, bool setUpdateFlags = true){
  542. SetInfo(&features.soga_chest_type, new_val, setUpdateFlags);
  543. }
  544. void SetSogaLegType(int16 new_val, bool setUpdateFlags = true){
  545. SetInfo(&features.soga_legs_type, new_val, setUpdateFlags);
  546. }
  547. void SetSkinColor(EQ2_Color color){
  548. SetInfo(&features.skin_color, color);
  549. }
  550. void SetCombatVoice(int16 val, bool setUpdateFlags = true) {
  551. SetInfo(&features.combat_voice, val, setUpdateFlags);
  552. }
  553. void SetEmoteVoice(int16 val, bool setUpdateFlags = true) {
  554. SetInfo(&features.emote_voice, val, setUpdateFlags);
  555. }
  556. int16 GetCombatVoice(){ return features.combat_voice; }
  557. int16 GetEmoteVoice(){ return features.emote_voice; }
  558. int16 GetMount(){ return features.mount_model_type; }
  559. void SetMountSaddleColor(EQ2_Color* color){
  560. SetInfo(&features.mount_saddle_color, *color);
  561. }
  562. void SetMountColor(EQ2_Color* color){
  563. SetInfo(&features.mount_color, *color);
  564. }
  565. void SetEyeColor(EQ2_Color eye_color){
  566. SetInfo(&features.eye_color, eye_color);
  567. }
  568. int16 GetHairType(){
  569. return features.hair_type;
  570. }
  571. int16 GetFacialHairType(){
  572. return features.hair_face_type;
  573. }
  574. int16 GetWingType(){
  575. return features.wing_type;
  576. }
  577. int16 GetChestType(){
  578. return features.chest_type;
  579. }
  580. int16 GetLegsType(){
  581. return features.legs_type;
  582. }
  583. int16 GetSogaHairType(){
  584. return features.soga_hair_type;
  585. }
  586. int16 GetSogaFacialHairType(){
  587. return features.soga_hair_face_type;
  588. }
  589. int16 GetSogaChestType(){
  590. return features.soga_chest_type;
  591. }
  592. int16 GetSogaLegType(){
  593. return features.soga_legs_type;
  594. }
  595. EQ2_Color* GetSkinColor(){
  596. return &features.skin_color;
  597. }
  598. EQ2_Color* GetEyeColor(){
  599. return &features.eye_color;
  600. }
  601. EQ2_Color* GetMountSaddleColor(){
  602. return &features.mount_saddle_color;
  603. }
  604. EQ2_Color* GetMountColor(){
  605. return &features.mount_color;
  606. }
  607. EQ2_Equipment equipment;
  608. CharFeatures features;
  609. void AddSpellBonus(LuaSpell* spell, int16 type, float value, int64 class_req =0, vector<int16> race_req = vector<int16>(), vector<int16> faction_req = vector<int16>());
  610. BonusValues* GetSpellBonus(int32 spell_id);
  611. vector<BonusValues*>* GetAllSpellBonuses(LuaSpell* spell);
  612. bool CheckSpellBonusRemoval(LuaSpell* spell, int16 type);
  613. void RemoveSpellBonus(const LuaSpell* spell);
  614. void CalculateSpellBonuses(ItemStatsValues* stats);
  615. void AddMezSpell(LuaSpell* spell);
  616. void RemoveMezSpell(LuaSpell* spell);
  617. void RemoveAllMezSpells();
  618. bool IsMezzed();
  619. void AddStifleSpell(LuaSpell* spell);
  620. void RemoveStifleSpell(LuaSpell* spell);
  621. bool IsStifled();
  622. void AddDazeSpell(LuaSpell* spell);
  623. void RemoveDazeSpell(LuaSpell* spell);
  624. bool IsDazed();
  625. void AddStunSpell(LuaSpell* spell);
  626. void RemoveStunSpell(LuaSpell* spell);
  627. bool IsStunned();
  628. bool IsMezzedOrStunned() {return IsMezzed() || IsStunned();}
  629. void AddRootSpell(LuaSpell* spell);
  630. void RemoveRootSpell(LuaSpell* spell);
  631. bool IsRooted();
  632. void AddFearSpell(LuaSpell* spell);
  633. void RemoveFearSpell(LuaSpell* spell);
  634. bool IsFeared();
  635. void AddSnareSpell(LuaSpell* spell);
  636. void RemoveSnareSpell(LuaSpell* spell);
  637. void SetSnareValue(LuaSpell* spell, float snare_val);
  638. bool IsSnared();
  639. float GetHighestSnare();
  640. void HaltMovement();
  641. void SetCombatPet(Entity* pet) { this->pet = pet; }
  642. void SetCharmedPet(Entity* pet) { charmedPet = pet; }
  643. void SetDeityPet(Entity* pet) { deityPet = pet; }
  644. void SetCosmeticPet(Entity* pet) { cosmeticPet = pet; }
  645. Entity* GetPet() { return pet; }
  646. Entity* GetCharmedPet() { return charmedPet; }
  647. Entity* GetDeityPet() { return deityPet; }
  648. Entity* GetCosmeticPet() { return cosmeticPet; }
  649. /// <summary>Check to see if the entity has a combat pet</summary>
  650. /// <returns>True if the entity has a combat pet</returns>
  651. bool HasPet() { return (pet || charmedPet) ? true : false; }
  652. void HideDeityPet(bool val);
  653. void HideCosmeticPet(bool val);
  654. void DismissPet(NPC* pet, bool from_death = false);
  655. /// <summary>Creates a loot chest to drop in the world</summary>
  656. /// <returns>Pointer to the chest</returns>
  657. NPC* DropChest();
  658. /// <summary>Add a ward to the entities ward list</summary>
  659. /// <param name='spellID'>Spell id of the ward to add</param>
  660. /// <param name='ward'>WardInfo* of the ward we are adding</parma>
  661. void AddWard(int32 spellID, WardInfo* ward);
  662. /// <summary>Gets ward info for the given spell id</summary>
  663. /// <param name='spellID'>The spell id of the ward we want to get</param>
  664. /// <returns>WardInfo for the given spell id</returns>
  665. WardInfo* GetWard(int32 spellID);
  666. /// <summary>Removes the ward with the given spell id</summary>
  667. /// <param name='spellID'>The spell id of the ward to remove</param>
  668. void RemoveWard(int32 spellID);
  669. /// <summary>Subtracts the given damage from the wards</summary>
  670. /// <param name='damage'>The damage to subtract from the wards</param>
  671. /// <returns>The amount of damage left after wards</returns>
  672. int32 CheckWards(int32 damage, int8 damage_type);
  673. map<int16, float> stats;
  674. /// <summary>Adds a proc to the list of current procs</summary>
  675. /// <param name='type'>The type of proc to add</param>
  676. /// <param name='chance'>The percent chance the proc has to go off</param>
  677. /// <param name='item'>The item the proc is coming from if any</param>
  678. /// <param name='spell'>The spell the proc is coming from if any</param>
  679. void AddProc(int8 type, float chance, Item* item = 0, LuaSpell* spell = 0);
  680. /// <summary>Removes a proc from the list of current procs</summary>
  681. /// <param name='item'>Item the proc is from</param>
  682. /// <param name='spell'>Spell the proc is from</param>
  683. void RemoveProc(Item* item = 0, LuaSpell* spell = 0);
  684. /// <summary>Cycles through the proc list and executes them if they can go off</summary>
  685. /// <param name='type'>The proc type to check</param>
  686. /// <param name='target'>The target of the proc if it goes off</param>
  687. void CheckProcs(int8 type, Spawn* target);
  688. /// <summary>Clears the entire proc list</summary>
  689. void ClearProcs();
  690. float GetSpeed();
  691. float GetAirSpeed();
  692. float GetBaseSpeed() { return base_speed; }
  693. void SetSpeed(float val, bool override_ = false) { if ((base_speed == 0.0f && val > 0.0f) || override_) base_speed = val; speed = val; }
  694. void SetSpeedMultiplier(float val) { speed_multiplier = val; }
  695. void SetThreatTransfer(ThreatTransfer* transfer) { m_threatTransfer = transfer; }
  696. ThreatTransfer* GetThreatTransfer() { return m_threatTransfer; }
  697. int8 GetTraumaCount();
  698. int8 GetArcaneCount();
  699. int8 GetNoxiousCount();
  700. int8 GetElementalCount();
  701. int8 GetCurseCount();
  702. int8 GetDetTypeCount(int8 det_type);
  703. int8 GetDetCount();
  704. bool HasCurableDetrimentType(int8 det_type);
  705. Mutex* GetDetrimentMutex();
  706. Mutex* GetMaintainedMutex();
  707. Mutex* GetSpellEffectMutex();
  708. void ClearAllDetriments();
  709. void CureDetrimentByType(int8 cure_count, int8 det_type, string cure_name, Entity* caster, int8 cure_level = 0);
  710. void CureDetrimentByControlEffect(int8 cure_count, int8 det_type, string cure_name, Entity* caster, int8 cure_level = 0);
  711. vector<DetrimentalEffects>* GetDetrimentalSpellEffects();
  712. void RemoveEffectsFromLuaSpell(LuaSpell* spell);
  713. virtual void RemoveSkillBonus(int32 spell_id);
  714. virtual bool CanSeeInvis(Entity* target);
  715. void CancelAllStealth();
  716. bool IsStealthed();
  717. bool IsInvis();
  718. void AddInvisSpell(LuaSpell* spell);
  719. void AddStealthSpell(LuaSpell* spell);
  720. void RemoveStealthSpell(LuaSpell* spell);
  721. void RemoveInvisSpell(LuaSpell* spell);
  722. void AddWaterwalkSpell(LuaSpell* spell);
  723. void AddWaterjumpSpell(LuaSpell* spell);
  724. void RemoveWaterwalkSpell(LuaSpell* spell);
  725. void RemoveWaterjumpSpell(LuaSpell* spell);
  726. void AddAOEImmunity(LuaSpell* spell);
  727. bool IsAOEImmune();
  728. void RemoveAOEImmunity(LuaSpell* spell);
  729. void AddStunImmunity(LuaSpell* spell);
  730. void RemoveStunImmunity(LuaSpell* spell);
  731. bool IsStunImmune();
  732. void AddStifleImmunity(LuaSpell* spell);
  733. void RemoveStifleImmunity(LuaSpell* spell);
  734. bool IsStifleImmune();
  735. void AddMezImmunity(LuaSpell* spell);
  736. void RemoveMezImmunity(LuaSpell* spell);
  737. bool IsMezImmune();
  738. void AddRootImmunity(LuaSpell* spell);
  739. void RemoveRootImmunity(LuaSpell* spell);
  740. bool IsRootImmune();
  741. void AddFearImmunity(LuaSpell* spell);
  742. void RemoveFearImmunity(LuaSpell* spell);
  743. bool IsFearImmune();
  744. void AddDazeImmunity(LuaSpell* spell);
  745. void RemoveDazeImmunity(LuaSpell* spell);
  746. bool IsDazeImmune();
  747. void AddFlightSpell(LuaSpell* spell);
  748. void RemoveFlightSpell(LuaSpell* spell);
  749. void AddSafefallSpell(LuaSpell* spell);
  750. void RemoveSafefallSpell(LuaSpell* spell);
  751. void AddGlideSpell(LuaSpell* spell);
  752. void RemoveGlideSpell(LuaSpell* spell);
  753. GroupMemberInfo* GetGroupMemberInfo() { return group_member_info; }
  754. void SetGroupMemberInfo(GroupMemberInfo* info) { group_member_info = info; }
  755. void UpdateGroupMemberInfo();
  756. void CustomizeAppearance(PacketStruct* packet);
  757. void ClearLootList() {
  758. vector<Item*>::iterator itr;
  759. for (itr = loot_items.begin(); itr != loot_items.end(); itr++)
  760. safe_delete(*itr);
  761. loot_items.clear();
  762. }
  763. Trade* trade;
  764. // Keep track of entities that hate this spawn.
  765. set<int32> HatedBy;
  766. Mutex MCommandMutex;
  767. protected:
  768. bool in_combat;
  769. private:
  770. MutexList<BonusValues*> bonus_list;
  771. map<int8, MutexList<LuaSpell*>*> control_effects;
  772. map<int8, MutexList<LuaSpell*>*> immunities;
  773. float max_speed;
  774. vector<Item*> loot_items;
  775. int32 loot_coins;
  776. bool trap_triggered;
  777. int8 deity;
  778. sint16 regen_hp_rate;
  779. sint16 regen_power_rate;
  780. float last_x;
  781. float last_y;
  782. float last_z;
  783. float last_heading;
  784. bool casting;
  785. InfoStruct info_struct;
  786. CombatData melee_combat_data;
  787. CombatData ranged_combat_data;
  788. map<int8, int8> det_count_list;
  789. Mutex MDetriments;
  790. Mutex MMaintainedSpells;
  791. Mutex MSpellEffects;
  792. vector<DetrimentalEffects> detrimental_spell_effects;
  793. Mutex MLootItems;
  794. // Pointers for the 4 types of pets (Summon, Charm, Deity, Cosmetic)
  795. Entity* pet;
  796. Entity* charmedPet;
  797. Entity* deityPet;
  798. Entity* cosmeticPet;
  799. // int32 = spell id, WardInfo* = pointer to ward info
  800. map<int32, WardInfo*> m_wardList;
  801. // int8 = type, vector<Proc*> = list of pointers to proc info
  802. map <int8, vector<Proc*> > m_procList;
  803. Mutex MProcList;
  804. /// <summary>Actually calls the lua script to cast the proc</summary>
  805. /// <param name='proc'>Proc to be cast</param>
  806. /// <param name='type'>Type of proc going off</type>
  807. /// <param name='target'>Target of the proc</param>
  808. bool CastProc(Proc* proc, int8 type, Spawn* target);
  809. float base_speed;
  810. float speed;
  811. float speed_multiplier;
  812. map<LuaSpell*, float> snare_values;
  813. ThreatTransfer* m_threatTransfer;
  814. GroupMemberInfo* group_member_info;
  815. };
  816. #endif