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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_SPAWN__
- #define __EQ2_SPAWN__
- #include "../common/types.h"
- #include "../common/EQPacket.h"
- #include "../common/EQ2_Common_Structs.h"
- #include "../common/MiscFunctions.h"
- #include "../common/opcodemgr.h"
- #include "../common/timer.h"
- #include "Commands/Commands.h"
- #include "Zone/position.h"
- #include "SpawnLists.h"
- #include <vector>
- #include "../common/ConfigReader.h"
- #include "Items/Items.h"
- #include "Zone/map.h"
- #include "../common/Mutex.h"
- #include "MutexList.h"
- #include <deque>
- #include <memory> // needed for LS to compile properly on linux
- #define DAMAGE_PACKET_TYPE_SIPHON_SPELL 0x41
- #define DAMAGE_PACKET_TYPE_SIPHON_SPELL2 0x49
- #define DAMAGE_PACKET_TYPE_MULTIPLE_DAMAGE 0x80
- #define DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE 0xC0
- #define DAMAGE_PACKET_TYPE_SPELL_DAMAGE 0xC1
- #define DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG 0xC4
- #define DAMAGE_PACKET_TYPE_SPELL_CRIT_DMG 0xC5
- #define DAMAGE_PACKET_TYPE_SPELL_DAMAGE2 0xC8
- #define DAMAGE_PACKET_TYPE_SPELL_DAMAGE3 0xC9
- #define DAMAGE_PACKET_TYPE_RANGE_DAMAGE 0xE2
- #define DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG 0xE3
- #define DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG2 0xEA
- #define DAMAGE_PACKET_RESULT_NO_DAMAGE 0
- #define DAMAGE_PACKET_RESULT_SUCCESSFUL 1
- #define DAMAGE_PACKET_RESULT_MISS 4
- #define DAMAGE_PACKET_RESULT_DODGE 8
- #define DAMAGE_PACKET_RESULT_PARRY 12
- #define DAMAGE_PACKET_RESULT_RIPOSTE 16
- #define DAMAGE_PACKET_RESULT_BLOCK 20
- #define DAMAGE_PACKET_RESULT_DEATH_BLOW 24
- #define DAMAGE_PACKET_RESULT_INVULNERABLE 28
- #define DAMAGE_PACKET_RESULT_RESIST 36
- #define DAMAGE_PACKET_RESULT_REFLECT 40
- #define DAMAGE_PACKET_RESULT_IMMUNE 44
- #define DAMAGE_PACKET_RESULT_DEFLECT 48
- #define DAMAGE_PACKET_RESULT_COUNTER 52
- #define DAMAGE_PACKET_RESULT_COUNTER_STRIKE 60
- #define DAMAGE_PACKET_RESULT_BASH 64
- #define DAMAGE_PACKET_DAMAGE_TYPE_SLASH 0
- #define DAMAGE_PACKET_DAMAGE_TYPE_CRUSH 1
- #define DAMAGE_PACKET_DAMAGE_TYPE_PIERCE 2
- #define DAMAGE_PACKET_DAMAGE_TYPE_HEAT 3
- #define DAMAGE_PACKET_DAMAGE_TYPE_COLD 4
- #define DAMAGE_PACKET_DAMAGE_TYPE_MAGIC 5
- #define DAMAGE_PACKET_DAMAGE_TYPE_MENTAL 6
- #define DAMAGE_PACKET_DAMAGE_TYPE_DIVINE 7
- #define DAMAGE_PACKET_DAMAGE_TYPE_DISEASE 8
- #define DAMAGE_PACKET_DAMAGE_TYPE_POISON 9
- #define DAMAGE_PACKET_DAMAGE_TYPE_DROWN 10
- #define DAMAGE_PACKET_DAMAGE_TYPE_FALLING 11
- #define DAMAGE_PACKET_DAMAGE_TYPE_PAIN 12
- #define HEAL_PACKET_TYPE_SIMPLE_HEAL 0
- #define HEAL_PACKET_TYPE_CRIT_HEAL 1
- #define HEAL_PACKET_TYPE_ABSORB 2
- #define HEAL_PACKET_TYPE_REGEN_ABSORB 4
- #define HEAL_PACKET_TYPE_SIMPLE_MANA 8
- #define HEAL_PACKET_TYPE_CRIT_MANA 9
- #define HEAL_PACKET_TYPE_SAVAGERY 16
- #define HEAL_PACKET_TYPE_CRIT_SAVAGERY 17
- #define HEAL_PACKET_TYPE_REPAIR 64
- #define HEAL_PACKET_TYPE_CRIT_REPAIR 65
- #define ARROW_COLOR_GRAY 0 // 3
- #define ARROW_COLOR_GREEN 1 // 1
- #define ARROW_COLOR_BLUE 2
- #define ARROW_COLOR_WHITE 3 // 3
- #define ARROW_COLOR_YELLOW 4 // 4
- #define ARROW_COLOR_ORANGE 5 // 5
- #define ARROW_COLOR_RED 6
- #define ACTIVITY_STATUS_ROLEPLAYING 1
- #define ACTIVITY_STATUS_ANONYMOUS 2
- #define ACTIVITY_STATUS_LINKDEAD 4
- #define ACTIVITY_STATUS_CAMPING 8
- #define ACTIVITY_STATUS_LFG 16
- #define ACTIVITY_STATUS_LFW 32
- #define ACTIVITY_STATUS_SOLID 64 //used by zone objects to remain solid
- #define ACTIVITY_STATUS_IMMUNITY_GAINED 8192
- #define ACTIVITY_STATUS_IMMUNITY_REMAINING 16384
- // WE ARE UNSURE OF THESE OLD CLIENT VALUES USED AS TEMP PLACEHOLDERS FOR NEWER CLIENTS
- #define ACTIVITY_STATUS_AFK 32768 // whats the real one?
- #define ACTIVITY_STATUS_MERCENARY_1188 1<<2
- #define ACTIVITY_STATUS_STATICOBJECT_1188 1<<3
- #define ACTIVITY_STATUS_MERCHANT_1188 1<<4
- #define ACTIVITY_STATUS_HIDEICON_1188 1<<9
- #define ACTIVITY_STATUS_INTERACTABLE_1188 1<<10
- #define ACTIVITY_STATUS_NOTARGET_1188 1<<11
- #define ACTIVITY_STATUS_ISTRANSPORT_1188 1<<12
- #define ACTIVITY_STATUS_SHOWHOUSEICON_1188 1<<13
- #define ACTIVITY_STATUS_LOOTABLE_1188 1<<14
- #define ACTIVITY_STATUS_INCOMBAT_1188 1<<15
- #define ACTIVITY_STATUS_AFK_1188 1<<16
- #define ACTIVITY_STATUS_ROLEPLAYING_1188 1<<17
- #define ACTIVITY_STATUS_ANONYMOUS_1188 1<<18
- #define ACTIVITY_STATUS_LINKDEAD_1188 1<<19
- #define ACTIVITY_STATUS_CAMPING_1188 1<<20
- #define ACTIVITY_STATUS_LFG_1188 1<<21
- #define ACTIVITY_STATUS_LFW_1188 1<<22
- #define ACTIVITY_STATUS_SOLID_1188 1<<23 //used by zone objects to remain solid
- #define ACTIVITY_STATUS_MENTORING_1188 1<<28
- #define ACTIVITY_STATUS_IMMUNITY_GAINED_1188 1<<30
- #define ACTIVITY_STATUS_IMMUNITY_REMAINING_1188 1<<31
- #define POS_STATE_KNEELING 64
- #define POS_STATE_SOLID 128 //used by most mobs to remaind solid (cant walk through them)
- #define POS_STATE_NOTARGET_CURSOR 256 //cant target and no cursor is displayed
- #define POS_STATE_CROUCHING 512
- #define MERCHANT_TYPE_NO_BUY 1
- #define MERCHANT_TYPE_NO_BUY_BACK 2
- #define MERCHANT_TYPE_SPELLS 4
- #define MERCHANT_TYPE_CRAFTING 8
- #define MERCHANT_TYPE_REPAIR 16
- #define MERCHANT_TYPE_LOTTO 32
- #define INFO_VIS_FLAG_INVIS 1
- #define INFO_VIS_FLAG_HIDE_HOOD 2
- #define INFO_VIS_FLAG_MOUNTED 4
- #define INFO_VIS_FLAG_CROUCH 8
- using namespace std;
- class Spell;
- class ZoneServer;
- class Quest;
- struct LUAHistory;
- struct Cell;
- struct CellInfo {
- Cell* CurrentCell;
- int CellListIndex;
- };
- struct MovementData{
- float x;
- float y;
- float z;
- float speed;
- int32 delay;
- string lua_function;
- };
- struct BasicInfoStruct{
- sint32 cur_hp;
- sint32 max_hp;
- sint32 hp_base;
- sint32 cur_power;
- sint32 max_power;
- sint32 power_base;
- sint32 cur_savagery;
- sint32 max_savagery;
- sint32 savagery_base;
- sint32 cur_dissonance;
- sint32 max_dissonance;
- sint32 dissonance_base;
- sint16 assigned_aa;
- sint16 unassigned_aa;
- sint16 tradeskill_aa;
- sint16 unassigned_tradeskill_aa;
- sint16 prestige_aa;
- sint16 unassigned_prestige_aa;
- sint16 tradeskill_prestige_aa;
- sint16 unassigned_tradeskill_prestige_aa;
- };
- struct MovementLocation{
- float x;
- float y;
- float z;
- float speed;
- //int32 start_time;
- //int32 end_time;
- bool attackable;
- string lua_function;
- bool mapped;
- int32 gridid;
- };
- struct SpawnUpdate {
- int32 spawn_id;
- bool info_changed;
- bool vis_changed;
- bool pos_changed;
- shared_ptr<Client> client;
- };
- struct SpawnData {
- Spawn* spawn;
- uchar* data;
- int32 size;
- };
- class Spawn {
- public:
- Spawn();
- virtual ~Spawn();
- template <class Field, class Value> void Set(Field* field, Value value, bool setUpdateFlags = true){
- if (setUpdateFlags) {
- changed = true;
- AddChangedZoneSpawn();
- }
- *field = value;
- }
- template <class Field> void Set(Field* field, const char* value, bool setUpdateFlags = true){
- if (setUpdateFlags) {
- changed = true;
- AddChangedZoneSpawn();
- }
- strcpy(field, value);
- }
- template <class Field, class Value> void SetPos(Field* field, Value value, bool setUpdateFlags = true){
- if(setUpdateFlags){
- position_changed = true;
- }
- Set(field, value, setUpdateFlags);
- }
- template <class Field, class Value> void SetInfo(Field* field, Value value, bool setUpdateFlags = true){
- if(setUpdateFlags){
- info_changed = true;
- }
- Set(field, value);
- }
- template <class Field, class Value> void SetVis(Field* field, Value value, bool setUpdateFlags = true){
- if(setUpdateFlags)
- vis_changed = true;
- Set(field, value);
- }
- template <class Field> void SetPos(Field* field, char* value, bool setUpdateFlags = true){
- if(setUpdateFlags){
- position_changed = true;
- }
- Set(field, value, setUpdateFlags);
- }
- template <class Field> void SetInfo(Field* field, char* value, bool setUpdateFlags = true){
- if(setUpdateFlags){
- info_changed = true;
- }
- Set(field, value);
- }
- EntityCommand* CreateEntityCommand(EntityCommand* old_command){
- EntityCommand* entity_command = new EntityCommand;
- entity_command->name = old_command->name;
- entity_command->distance = old_command->distance;
- entity_command->command = old_command->command;
- entity_command->error_text = old_command->error_text;
- entity_command->cast_time = old_command->cast_time;
- entity_command->spell_visual = old_command->spell_visual;
- entity_command->default_allow_list = old_command->default_allow_list;
- return entity_command;
- }
- 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){
- EntityCommand* entity_command = new EntityCommand;
- entity_command->name = name;
- entity_command->distance = distance;
- entity_command->command = command;
- entity_command->error_text = error_text;
- entity_command->cast_time = cast_time;
- entity_command->spell_visual = spell_visual;
- entity_command->default_allow_list = default_allow_list;
- return entity_command;
- }
- void AddChangedZoneSpawn();
- 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);
- void RemovePrimaryEntityCommand(const char* command);
- bool SetPermissionToEntityCommand(EntityCommand* command, Player* player, bool permissionValue);
- void AddSecondaryEntityCommand(const char* name, float distance, const char* command, const char* error_text, int16 cast_time, int32 spell_visual){
- secondary_command_list.push_back(CreateEntityCommand(name, distance, command, error_text, cast_time, spell_visual));
- }
- int8 GetLockedNoLoot(){
- return appearance.locked_no_loot;
- }
- int16 GetEmoteState(){
- return appearance.emote_state;
- }
- int8 GetHideHood(){
- return appearance.hide_hood;
- }
- void SetLockedNoLoot(int8 new_val, bool updateFlags = true){
- SetVis(&appearance.locked_no_loot, new_val, updateFlags);
- }
- void SetHandFlag(int8 new_val, bool updateFlags = true){
- SetVis(&appearance.display_hand_icon, new_val, updateFlags);
- }
- void SetHideHood(int8 new_val, bool updateFlags = true){
- SetInfo(&appearance.hide_hood, new_val, updateFlags);
- }
- void SetEmoteState(int8 new_val, bool updateFlags = true){
- SetInfo(&appearance.emote_state, new_val, updateFlags);
- }
- void SetName(const char* new_name, bool updateFlags = true){
- SetInfo(appearance.name, new_name, updateFlags);
- }
- void SetPrefixTitle(const char* new_prefix_title, bool updateFlags = true) {
- SetInfo(appearance.prefix_title, new_prefix_title, updateFlags);
- }
- void SetSuffixTitle(const char* new_suffix_title, bool updateFlags = true) {
- SetInfo(appearance.suffix_title, new_suffix_title, updateFlags);
- }
- void SetSubTitle(const char* new_sub_title, bool updateFlags = true) {
- SetInfo(appearance.sub_title, new_sub_title, updateFlags);
- }
- void SetLastName(const char* new_last_name, bool updateFlags = true) {
- SetInfo(appearance.last_name, new_last_name, updateFlags);
- }
- void SetAdventureClass(int8 new_class, bool updateFlags = true) {
- SetInfo(&appearance.adventure_class, new_class, updateFlags);
- }
- void SetTradeskillClass(int8 new_class, bool updateFlags = true) {
- SetInfo(&appearance.tradeskill_class, new_class, updateFlags);
- }
- void SetSize(int16 new_size, bool updateFlags = true) {
- SetPos(&size, new_size, updateFlags);
- }
- void SetSpeedX(float speed_x, bool updateFlags = true) {
- SetPos(&appearance.pos.SpeedX, speed_x, updateFlags);
- }
- void SetSpeedY(float speed_y, bool updateFlags = true) {
- SetPos(&appearance.pos.SpeedY, speed_y, updateFlags);
- }
- void SetSpeedZ(float speed_z, bool updateFlags = true) {
- SetPos(&appearance.pos.SpeedZ, speed_z, updateFlags);
- }
- void SetX(float x, bool updateFlags = true){
- SetPos(&appearance.pos.X, x, updateFlags);
- }
- void SetY(float y, bool updateFlags = true, bool disableYMapFix = false);
- void SetZ(float z, bool updateFlags = true){
- SetPos(&appearance.pos.Z, z, updateFlags);
- }
- void SetHeading(sint16 dir1, sint16 dir2, bool updateFlags = true){
- SetPos(&appearance.pos.Dir1, dir1, updateFlags);
- SetPos(&appearance.pos.Dir2, dir2, updateFlags);
- }
- void SetHeading(float heading, bool updateFlags = true){
- last_heading_angle = heading;
- if (heading != 180)
- heading = (heading - 180) * 64;
- SetHeading((sint16)heading, (sint16)heading, updateFlags);
- }
- void SetPitch(sint16 pitch1, sint16 pitch2, bool updateFlags = true){
- SetPos(&appearance.pos.Pitch1, (sint16)pitch1, updateFlags);
- SetPos(&appearance.pos.Pitch2, (sint16)pitch2, updateFlags);
- }
- void SetPitch(float pitch, bool updateFlags = true){
- if (pitch == 0){
- SetPos(&appearance.pos.Pitch1, (sint16)0, updateFlags);
- SetPos(&appearance.pos.Pitch2, (sint16)0, updateFlags);
- return;
- }
- if (pitch != 180)
- pitch = (pitch - 180) * 64;
- SetPos(&appearance.pos.Pitch1, (sint16)pitch, updateFlags);
- SetPos(&appearance.pos.Pitch2, (sint16)pitch, updateFlags);
- }
- void SetRoll(float roll, bool updateFlags = true){
- if (roll == 0){
- SetPos(&appearance.pos.Roll, (sint16)0, updateFlags);
- return;
- }
- else if (roll != 180)
- roll = (roll - 180) * 64;
- SetPos(&appearance.pos.Roll, (sint16)roll, updateFlags);
- }
- void SetVisualState(int16 state, bool updateFlags = true){
- SetInfo(&appearance.visual_state, state, updateFlags);
- }
- void SetActionState(int16 state, bool updateFlags = true){
- SetInfo(&appearance.action_state, state, updateFlags);
- }
- void SetMoodState(int16 state, bool updateFlags = true){
- SetInfo(&appearance.mood_state, state, updateFlags);
- }
- void SetInitialState(int16 state, bool updateFlags = true){
- SetPos(&appearance.pos.state, state, updateFlags);
- }
- void SetActivityStatus(int16 state, bool updateFlags = true){
- SetInfo(&appearance.activity_status, state, updateFlags);
- }
- void SetCollisionRadius(int32 radius, bool updateFlags = true){
- SetPos(&appearance.pos.collision_radius, radius, updateFlags);
- }
- int16 GetCollisionRadius(){
- return appearance.pos.collision_radius;
- }
- int16 GetVisualState(){
- return appearance.visual_state;
- }
- int16 GetActionState(){
- return appearance.action_state;
- }
- int16 GetMoodState(){
- return appearance.mood_state;
- }
- int16 GetInitialState(){
- return appearance.pos.state;
- }
- int16 GetActivityStatus(){
- return appearance.activity_status;
- }
- int32 GetPrimaryCommandListID(){
- return primary_command_list_id;
- }
- int32 GetSecondaryCommandListID(){
- return secondary_command_list_id;
- }
- void SetID(int32 in_id){
- Set(&id, in_id);
- }
- void SetEncounterLevel(int8 enc_level, bool setUpdateFlags = true){
- SetInfo(&appearance.encounter_level, enc_level, setUpdateFlags);
- }
- void SetLevel(int16 level, bool setUpdateFlags = true){
- SetInfo(&appearance.level, level, setUpdateFlags);
- }
- void SetTSLevel(int16 tradeskill_level, bool setUpdateFlags = true){
- SetInfo(&appearance.tradeskill_level, tradeskill_level, setUpdateFlags);
- }
- void SetGender(int8 gender, bool setUpdateFlags = true){
- SetInfo(&appearance.gender, gender, setUpdateFlags);
- }
- void SetShowName(int8 new_val, bool setUpdateFlags = true){
- SetVis(&appearance.display_name, new_val, setUpdateFlags);
- }
- void SetShowLevel(int8 new_val, bool setUpdateFlags = true){
- SetVis(&appearance.show_level, new_val, setUpdateFlags);
- }
- void SetHeroic(int8 new_val, bool setUpdateFlags = true){
- SetInfo(&appearance.heroic_flag, new_val, setUpdateFlags);
- }
- void SetTargetable(int8 new_val, bool setUpdateFlags = true){
- SetVis(&appearance.targetable, new_val, setUpdateFlags);
- }
- void SetShowCommandIcon(int8 new_val, bool setUpdateFlags = true){
- SetVis(&appearance.show_command_icon, new_val, setUpdateFlags);
- }
- void SetShowHandIcon(int8 new_val, bool setUpdateFlags = true){
- SetVis(&appearance.display_hand_icon, new_val, setUpdateFlags);
- }
- void SetAttackable(int8 new_val, bool setUpdateFlags = true){
- SetInfo(&appearance.attackable, new_val, setUpdateFlags);
- }
- void SetLocation(int32 id, bool setUpdateFlags = true){
- SetPos(&appearance.pos.grid_id, id, setUpdateFlags);
- }
- void SetRace(int8 race, bool setUpdateFlags = true){
- SetInfo(&appearance.race, race, setUpdateFlags);
- }
- void SetIcon(int8 icon, bool setUpdateFlags = true){
- SetInfo(&appearance.icon, icon, setUpdateFlags);
- }
- void AddIconValue(int8 val){
- if(!(appearance.icon & val))
- SetIcon(appearance.icon+val);
- }
- void RemoveIconValue(int8 val){
- if((appearance.icon & val))
- SetIcon(appearance.icon-val);
- }
- int8 GetIconValue(){
- return appearance.icon;
- }
- virtual void SetSpeed(float speed){
- SetPos(&appearance.pos.Speed1, (int8)speed);
- }
- virtual float GetSpeed(){
- return (float)appearance.pos.Speed1;
- }
- virtual float GetBaseSpeed(){
- return (float)appearance.pos.Speed1;
- }
- void SetSpawnType(int8 new_type){
- SetInfo(&spawn_type, new_type);
- }
- int8 GetSpawnType(){
- return spawn_type;
- }
- void SetDatabaseID(int32 new_id){
- database_id = new_id;
- }
- int32 GetDatabaseID(){
- return database_id;
- }
- int8 GetShowHandIcon(){
- return appearance.display_hand_icon;
- }
- int32 GetLocation(){
- return appearance.pos.grid_id;
- }
- int8 GetAttackable(){
- return appearance.attackable;
- }
- int8 GetShowName(){
- return appearance.display_name;
- }
- int8 GetShowLevel(){
- return appearance.show_level;
- }
- int8 GetHeroic(){
- return appearance.heroic_flag;
- }
- int8 GetTargetable(){
- return appearance.targetable;
- }
- int8 GetShowCommandIcon(){
- return appearance.show_command_icon;
- }
- char* GetName(){
- return appearance.name;
- }
- char* GetPrefixTitle(){
- return appearance.prefix_title;
- }
- char* GetSuffixTitle(){
- return appearance.suffix_title;
- }
- char* GetSubTitle() {
- return appearance.sub_title;
- }
- char* GetLastName() {
- return appearance.last_name;
- }
- int8 GetAdventureClass() {
- return appearance.adventure_class;
- }
- int8 GetTradeskillClass() {
- return appearance.tradeskill_class;
- }
- float GetDestinationX(){
- return appearance.pos.X2;
- }
- float GetX() {
- return appearance.pos.X;
- }
- float GetSpeedX() {
- return appearance.pos.SpeedX;
- }
- float GetSpeedY() {
- return appearance.pos.SpeedY;
- }
- float GetSpeedZ() {
- return appearance.pos.SpeedZ;
- }
- float GetDestinationY(){
- return appearance.pos.Y2;
- }
- float GetY(){
- return appearance.pos.Y;
- }
- float GetDestinationZ(){
- return appearance.pos.Z2;
- }
- float GetZ(){
- return appearance.pos.Z;
- }
- float GetHeading(){
- float heading = 0;
- if(appearance.pos.Dir1 != 0){
- heading = ((float)appearance.pos.Dir1)/((float)64);
- if(heading >= 180)
- heading -= 180;
- else
- heading += 180;
- }
- return heading;
- }
- float GetPitch(){
- float pitch = 0;
- if(appearance.pos.Pitch1 != 0){
- pitch = ((float)appearance.pos.Pitch1)/((float)64);
- if(pitch >= 180)
- pitch -= 180;
- else
- pitch += 180;
- }
- return pitch;
- }
- float GetRoll(){
- float roll = 0;
- if(appearance.pos.Roll != 0){
- roll = ((float)appearance.pos.Roll)/((float)64);
- if(roll >= 180)
- roll -= 180;
- else
- roll += 180;
- }
- return roll;
- }
- int32 GetID(){
- return id;
- }
- float GetDistance(float x1, float y1, float z1, float x2, float y2, float z2);
- float GetDistance(float x, float y, float z, float radius, bool ignore_y = false);
- float GetDistance(float x, float y, float z, bool ignore_y = false);
- float GetDistance(Spawn* spawn, bool ignore_y = false, bool includeRadius=true);
- float GetDistance(Spawn* spawn, float x1, float y1, float z1, bool includeRadius=true);
- float CalculateRadius(Spawn* target);
- int8 GetEncounterLevel(){
- return appearance.encounter_level;
- }
- sint32 GetTotalPower();
- sint32 GetPower();
- sint32 GetTotalHP();
- sint32 GetHP();
- sint32 GetTotalHPBase();
- sint32 GetTotalPowerBase();
- sint32 GetTotalSavagery();
- sint32 GetSavagery();
- sint32 GetTotalDissonance();
- sint32 GetDissonance();
- sint32 GetTotalSavageryBase();
- sint32 GetTotalDissonanceBase();
- sint16 GetAssignedAA();
- sint16 GetUnassignedAA();
- sint16 GetTradeskillAA();
- sint16 GetUnassignedTradeskillAA();
- sint16 GetPrestigeAA();
- sint16 GetUnassignedPretigeAA();
- sint16 GetTradeskillPrestigeAA();
- sint16 GetUnassignedTradeskillPrestigeAA();
- void SetTotalPower(sint32 new_val);
- void SetTotalHP(sint32 new_val);
- void SetTotalSavagery(sint32 new_val);
- void SetTotalDissonance(sint32 new_val);
- void SetTotalPowerBase(sint32 new_val);
- void SetTotalHPBase(sint32 new_val);
- void SetTotalSavageryBase(sint32 new_val);
- void SetTotalDissonanceBase(sint32 new_val);
- void SetPower(sint32 power, bool setUpdateFlags = true);
- void SetHP(sint32 new_val, bool setUpdateFlags = true);
- void SetSavagery(sint32 savagery, bool setUpdateFlags = true);
- void SetDissonance(sint32 dissonance, bool setUpdateFlags = true);
- void SetAssignedAA(sint16 new_val);
- void SetUnassignedAA(sint16 new_val);
- void SetTradeskillAA(sint16 new_val);
- void SetUnassignedTradeskillAA(sint16 new_val);
- void SetPrestigeAA(sint16 new_val);
- void SetUnassignedPrestigeAA(sint16 new_val);
- void SetTradeskillPrestigeAA(sint16 new_val);
- void SetUnassignedTradeskillPrestigeAA(sint16 new_val);
- void SetPrivateQuestSpawn(bool val) {req_quests_private = val;}
- void SetQuestsRequiredOverride(int16 val) {req_quests_override = val;}
- void SetQuestsRequiredContinuedAccess(bool val) {req_quests_continued_access = val;}
- bool GetPrivateQuestSpawn() {return req_quests_private;}
- int16 GetQuestsRequiredOverride() {return req_quests_override;}
- bool GetQuestsRequiredContinuedAccess() {return req_quests_continued_access;}
- bool Alive(){ return GetHP() > 0; }
- int16 GetLevel(){
- return appearance.level;
- }
- int16 GetTSLevel(){
- return appearance.tradeskill_level;
- }
- int8 GetGender(){
- return appearance.gender;
- }
- int8 GetRace(){
- return appearance.race;
- }
- int8 GetLuaRaceId() {
- return appearance.lua_race_id;
- }
- int32 GetSize(){
- return size;
- }
- int32 GetDeviation(){
- return deviation;
- }
- void SetDeviation(int32 in_dev){
- deviation = in_dev;
- }
- float GetSpawnOrigHeading(){
- return appearance.pos.SpawnOrigHeading;
- }
- void SetSpawnOrigHeading(float val){
- appearance.pos.SpawnOrigHeading = val;
- }
- float GetSpawnOrigX(){
- return appearance.pos.SpawnOrigX;
- }
- float GetSpawnOrigY(){
- return appearance.pos.SpawnOrigY;
- }
- float GetSpawnOrigZ(){
- return appearance.pos.SpawnOrigZ;
- }
- float GetSpawnOrigPitch(){
- return appearance.pos.SpawnOrigPitch;
- }
- float GetSpawnOrigRoll(){
- return appearance.pos.SpawnOrigRoll;
- }
- void SetSpawnOrigX(float val){
- appearance.pos.SpawnOrigX = val;
- }
- void SetSpawnOrigY(float val){
- appearance.pos.SpawnOrigY = val;
- }
- void SetSpawnOrigZ(float val){
- appearance.pos.SpawnOrigZ = val;
- }
- void SetSpawnOrigRoll(float val){
- appearance.pos.SpawnOrigRoll = val;
- }
- void SetSpawnOrigPitch(float val){
- appearance.pos.SpawnOrigPitch = val;
- }
- void SetSogaModelType(int16 new_val, bool setUpdateFlags = true){
- SetInfo(&appearance.soga_model_type, new_val, setUpdateFlags);
- }
- void SetModelType(int16 model_type, bool setUpdateFlags = true){
- SetInfo(&appearance.model_type, model_type, setUpdateFlags);
- SetInfo(&appearance.soga_model_type, model_type, setUpdateFlags);
- }
- int16 GetSogaModelType(){
- return appearance.soga_model_type;
- }
- int16 GetModelType(){
- return appearance.model_type;
- }
-
- bool IsFlying() { return (GetInitialState() == 49156); }
- void SetPrimaryCommand(const char* name, const char* command, float distance = 10);
- void SetPrimaryCommands(vector<EntityCommand*>* commands);
- void SetSecondaryCommands(vector<EntityCommand*>* commands);
- vector<EntityCommand*>* GetPrimaryCommands() {return &primary_command_list;}
- vector<EntityCommand*>* GetSecondaryCommands() {return &secondary_command_list;}
- EntityCommand* FindEntityCommand(string command, bool primaryOnly=false);
- virtual EQ2Packet* serialize(Player* player, int16 version);
- EQ2Packet* spawn_serialize(Player* player, int16 version);
- EQ2Packet* spawn_update_packet(Player* player, int16 version, bool override_changes = false, bool override_vis_changes = false);
- EQ2Packet* player_position_update_packet(Player* player, int16 version);
- uchar* spawn_info_changes(Player* spawn, int16 version);
- uchar* spawn_pos_changes(Player* spawn, int16 version);
- uchar* spawn_vis_changes(Player* spawn, int16 version);
- uchar* spawn_info_changes_ex(Player* spawn, int16 version);
- uchar* spawn_pos_changes_ex(Player* spawn, int16 version);
- uchar* spawn_vis_changes_ex(Player* spawn, int16 version);
- virtual bool EngagedInCombat(){ return false; }
- virtual bool IsObject(){ return false; }
- virtual bool IsGroundSpawn(){ return false; }
- virtual bool IsNPC(){ return false; }
- virtual bool IsEntity(){ return false; }
- virtual bool IsPlayer(){ return false; }
- virtual bool IsWidget(){ return false; }
- virtual bool IsSign(){ return false; }
- virtual bool IsBot() { return false; }
- bool HasInfoChanged(){ return info_changed; }
- bool HasPositionChanged(){ return position_changed; }
- bool HasTarget(){ return target ? true : false; }
- int32 GetRespawnTime();
- void SetRespawnTime(int32 time);
- int32 GetExpireTime() { return expire_time; }
- void SetExpireTime(int32 new_expire_time) { expire_time = new_expire_time; }
- int32 GetExpireOffsetTime();
- void SetExpireOffsetTime(int32 time);
- int32 GetSpawnLocationID();
- void SetSpawnLocationID(int32 id);
- int32 GetSpawnEntryID();
- void SetSpawnEntryID(int32 id);
- int32 GetSpawnLocationPlacementID();
- void SetSpawnLocationPlacementID(int32 id);
- float GetXOffset() { return x_offset; }
- void SetXOffset(float new_x_offset) { x_offset = new_x_offset; }
- float GetYOffset() { return y_offset; }
- void SetYOffset(float new_y_offset) { y_offset = new_y_offset; }
- float GetZOffset() { return z_offset; }
- void SetZOffset(float new_z_offset) { z_offset = new_z_offset; }
- Spawn* GetTarget();
- void SetTarget(Spawn* spawn);
- Spawn* GetLastAttacker();
- void SetLastAttacker(Spawn* spawn);
- bool TakeDamage(int32 damage);
- void TakeDamage(Spawn* attacker, int32 damage);
- ZoneServer* GetZone();
- virtual void SetZone(ZoneServer* in_zone);
- void SetFactionID(int32 val) { faction_id = val; }
- int32 GetFactionID(){
- return faction_id;
- }
- static int32 NextID() {
- static CriticalSection id_lock;
- id_lock.lock();
- int32 ret = ++next_id;
- if (next_id == 0xFFFFFFFE)
- next_id = 1;
- else if ((next_id - 255) % 256 == 0) { //we dont want it to end in 255, it will confuse/crash the client
- id_lock.unlock();
- return NextID();
- }
-
- id_lock.unlock();
- return ret;
- }
- void AddProvidedQuest(int32 val){
- quest_ids.push_back(val);
- }
- vector<int32>* GetProvidedQuests(){
- return &quest_ids;
- }
- bool HasProvidedQuests(){
- return (quest_ids.size() > 0);
- }
- void SetSpawnScript(string name);
- const char* GetSpawnScript();
- vector<Spawn*>* GetSpawnGroup();
- bool HasSpawnGroup();
- bool IsInSpawnGroup(Spawn* spawn);
- void SendSpawnChanges(bool val){ send_spawn_changes = val; }
- void SetSpawnGroupID(int32 id);
- int32 GetSpawnGroupID();
- void AddSpawnToGroup(Spawn* spawn);
- void SetSpawnGroupList(vector<Spawn*>* list, Mutex* mutex);
- void RemoveSpawnFromGroup(bool erase_all = false);
- void SetRunningTo(Spawn* spawn){ running_to = spawn->GetID(); }
- Spawn* GetRunningTo();
- void SetTempVisualState(int val, bool update = true) { SetInfo(&tmp_visual_state, val, update); }
- int GetTempVisualState(){ return tmp_visual_state; }
- void SetTempActionState(int val, bool update = true) { SetInfo(&tmp_action_state, val, update); }
- int GetTempActionState(){ return tmp_action_state; }
- void AddAllowAccessSpawn(Spawn* spawn){ allowed_access[spawn->GetID()] = 1; }
- void RemoveSpawnAccess(Spawn* spawn);
- bool IsPrivateSpawn(){ return allowed_access.size() > 0 ;}
- bool AllowedAccess(Spawn* spawn){ return allowed_access.count(spawn->GetID()) > 0; }
- void MakeSpawnPublic() { allowed_access.clear(); }
- void SetSizeOffset(int8 offset);
- int8 GetSizeOffset();
- void SetMerchantID(int32 val);
- int32 GetMerchantID();
- void SetMerchantType(int8 val);
- int8 GetMerchantType();
- void SetQuestsRequired(map<int32, vector<int16>* >* quests);
- void SetQuestsRequired(int32 quest_id, int16 quest_step);
- void SetRequiredHistory(int32 event_id, int32 value1, int32 value2);
- map<int32, vector<int16>* >* GetQuestsRequired();
- void SetTransporterID(int32 id);
- int32 GetTransporterID();
- bool MeetsSpawnAccessRequirements(Player* player);
- void RemovePrimaryCommands();
- void InitializePosPacketData(Player* player, PacketStruct* packet, bool bSpawnUpdate = false);
- void InitializeInfoPacketData(Player* player, PacketStruct* packet);
- void InitializeVisPacketData(Player* player, PacketStruct* packet);
- void InitializeHeaderPacketData(Player* player, PacketStruct* packet, int16 index);
- void InitializeFooterPacketData(Player* player, PacketStruct* packet);
- void MoveToLocation(Spawn* spawn, float distance, bool immediate = true, bool isMappedLocation = false);
- void AddMovementLocation(float x, float y, float z, float speed, int16 delay, const char* lua_function);
- void ProcessMovement(bool isSpawnListLocked=false);
- void ResetMovement();
- bool IsRunning();
- void CalculateRunningLocation(bool stop = false);
- void RunToLocation(float x, float y, float z, float following_x = 0, float following_y = 0, float following_z = 0);
-
- MovementLocation* GetCurrentRunningLocation();
- MovementLocation* GetLastRunningLocation();
- bool CalculateChange();
- 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);
- bool RemoveRunningLocation();
- void ClearRunningLocations();
- void CopySpawnAppearance(Spawn* spawn);
- bool MovementInterrupted(){ return movement_interrupted; }
- void MovementInterrupted(bool val) { movement_interrupted = val; }
- bool NeedsToResumeMovement(){ return attack_resume_needed; }
- void NeedsToResumeMovement(bool val) { attack_resume_needed = val; }
- bool HasMovementLoop(){ return movement_loop.size() > 0; }
- Timer* GetRunningTimer();
- float GetFaceTarget(float x, float z);
- void FaceTarget(float x, float z);
- void FaceTarget(Spawn* target);
- void SetInvulnerable(bool val);
- bool GetInvulnerable();
- bool changed;
- bool position_changed;
- bool info_changed;
- bool vis_changed;
- int16 size;
- int32 faction_id;
- int8 oversized_packet; //0xff
- int16 opcode;
- int32 id;
- int8 unknown1;
- int32 unknown2;
- int32 primary_command_list_id;
- int32 secondary_command_list_id;
- vector<EntityCommand*> primary_command_list;
- vector<EntityCommand*> secondary_command_list;
- int32 group_id;
- int8 group_len;
- vector<Spawn*>* spawn_group_list;
- AppearanceData appearance;
- int32 last_movement_update;
- int32 last_location_update;
- bool forceMapCheck;
- bool following;
- bool IsPet() { return is_pet; }
- void SetPet(bool val) { is_pet = val; }
- Mutex m_requiredQuests;
- Mutex m_requiredHistory;
- void SetFollowTarget(Spawn* spawn, int32 followDistance=0);
- Spawn* GetFollowTarget();
- /// <summary>Sets a user defined variable</summary>
- /// <param name='var'>Variable we are setting</param>
- /// <param name='val'>Value to set the variable to</param>
- void AddTempVariable(string var, string val);
- void AddTempVariable(string var, Spawn* val);
- void AddTempVariable(string var, ZoneServer* val);
- void AddTempVariable(string var, Quest* val);
- void AddTempVariable(string var, Item* val);
- /// <summary>Gets the value for the given variable</summary>
- /// <param name='var'>Variable to check</param>
- /// <returns>The value for the given variable, "" if variable was not set</returns>
- string GetTempVariable(string var);
- Spawn* GetTempVariableSpawn(string var);
- ZoneServer* GetTempVariableZone(string var);
- Item* GetTempVariableItem(string var);
- Quest* GetTempVariableQuest(string var);
- int8 GetTempVariableType(string var);
- void DeleteTempVariable(string var);
- void SetIllusionModel(int16 val, bool setUpdateFlags = true) {
- SetInfo(&m_illusionModel, val, setUpdateFlags);
- }
- int16 GetIllusionModel() { return m_illusionModel; }
- CellInfo Cell_Info;
- int32 GetSpawnAnim() { return m_spawnAnim; }
- void SetSpawnAnim(int32 value) { m_spawnAnim = value; }
- int32 GetAddedToWorldTimestamp() { return m_addedToWorldTimestamp; }
- void SetAddedToWorldTimestamp(int32 value) { m_addedToWorldTimestamp = value; }
- int16 GetSpawnAnimLeeway() { return m_spawnAnimLeeway; }
- void SetSpawnAnimLeeway(int16 value) { m_spawnAnimLeeway = value; }
- float FindDestGroundZ(glm::vec3 dest, float z_offset);
- float GetFixedZ(const glm::vec3& destination, int32 z_find_offset = 1);
- void FixZ(bool forceUpdate=false);
- bool CheckLoS(Spawn* target);
- bool CheckLoS(glm::vec3 myloc, glm::vec3 oloc);
- void CalculateNewFearpoint();
- void StopMoving() {
- if (movement_locations)
- movement_locations->clear();
- }
- int16 pos_packet_size;
- int16 info_packet_size;
- int16 vis_packet_size;
- enum SpawnProximityType {
- SPAWNPROXIMITY_DATABASE_ID = 0,
- SPAWNPROXIMITY_LOCATION_ID = 1
- };
- struct SpawnProximity {
- float x;
- float y;
- float z;
- int32 spawn_value;
- int8 spawn_type;
- float distance;
- string in_range_lua_function;
- string leaving_range_lua_function;
- map<int32, bool> spawns_in_proximity;
- };
- void AddSpawnToProximity(int32 spawnValue, SpawnProximityType type);
- void RemoveSpawnFromProximity(int32 spawnValue, SpawnProximityType type);
- SpawnProximity* AddLUASpawnProximity(int32 spawnValue, SpawnProximityType type, float distance, string in_range_function, string leaving_range_function) {
- SpawnProximity* prox = new SpawnProximity;
- prox->spawn_value = spawnValue;
- prox->spawn_type = type;
- prox->distance = distance;
- prox->in_range_lua_function = in_range_function;
- prox->leaving_range_lua_function = leaving_range_function;
- spawn_proximities.Add(prox);
- has_spawn_proximities = true;
- return prox;
- }
- void RemoveSpawnProximities() {
- MutexList<SpawnProximity*>::iterator itr = spawn_proximities.begin();
- while (itr.Next()) {
- safe_delete(itr->value);
- }
- spawn_proximities.clear();
- has_spawn_proximities = false;
- }
- Mutex MCommandMutex;
- bool has_spawn_proximities;
- void SetPickupItemID(int32 itemid)
- {
- pickup_item_id = itemid;
- }
- int32 GetPickupItemID() { return pickup_item_id; }
- protected:
- bool send_spawn_changes;
- bool invulnerable;
- bool attack_resume_needed;
- bool resume_movement;
- bool movement_interrupted;
- int32 running_timer_begin;
- int32 running_timer_end;
- vector<MovementData*> movement_loop;
- bool running_timer_updated;
- int16 movement_index;
- int32 last_grid_update;
- int32 movement_start_time;
- Mutex MMovementLoop;
- map<int32, int8> allowed_access;
- vector<int32> quest_ids;
- int32 database_id;
- int32 packet_num;
- int32 target;
- int8 spawn_type;
- int32 last_attacker;
- int32 merchant_id;
- int8 merchant_type;
- int32 transporter_id;
- int32 pickup_item_id;
- map<int32, vector<int16>* > required_quests;
- map<int32, LUAHistory> required_history;
- EquipmentItemList equipment_list;
- MutexList<SpawnProximity*> spawn_proximities;
- void CheckProximities();
- private:
- deque<MovementLocation*>* movement_locations;
- Mutex* MMovementLocations;
- Mutex* MSpawnGroup;
- int8 size_offset;
- int tmp_visual_state;
- int tmp_action_state;
- int32 running_to;
- string spawn_script;
- static int32 next_id;
- ZoneServer* zone;
- int32 spawn_location_id;
- int32 spawn_entry_id;
- int32 spawn_location_spawns_id;
- int32 respawn;
- int32 expire_time;
- int32 expire_offset;
- float x_offset;
- float y_offset;
- float z_offset;
- int32 deviation;
- BasicInfoStruct basic_info;
- //string data;
- bool is_pet;
- // m_followTarget = spawn to follow around
- int32 m_followTarget;
- int32 m_followDistance;
- bool req_quests_private;
- int16 req_quests_override;
- bool req_quests_continued_access;
- float last_heading_angle;
- map<string, int8> m_tempVariableTypes;
- map<string, int32> m_tempVariableSpawn;
- map<string, ZoneServer*> m_tempVariableZone;
- map<string, Item*> m_tempVariableItem;
- map<string, Quest*> m_tempVariableQuest;
- // m_tempVariables = stores user defined variables from lua, will not persist through a zone
- map<string, string> m_tempVariables;
- int16 m_illusionModel;
- int32 m_spawnAnim;
- int32 m_addedToWorldTimestamp;
- int16 m_spawnAnimLeeway;
- Mutex m_Update;
- };
- #endif
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