Spawn.h 36 KB

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  1. /*
  2. EQ2Emulator: Everquest II Server Emulator
  3. Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
  4. This file is part of EQ2Emulator.
  5. EQ2Emulator is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9. EQ2Emulator is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #ifndef __EQ2_SPAWN__
  17. #define __EQ2_SPAWN__
  18. #include "../common/types.h"
  19. #include "../common/EQPacket.h"
  20. #include "../common/EQ2_Common_Structs.h"
  21. #include "../common/MiscFunctions.h"
  22. #include "../common/opcodemgr.h"
  23. #include "../common/timer.h"
  24. #include "Commands/Commands.h"
  25. #include "Zone/position.h"
  26. #include "SpawnLists.h"
  27. #include <vector>
  28. #include "../common/ConfigReader.h"
  29. #include "Items/Items.h"
  30. #include "Zone/map.h"
  31. #include "../common/Mutex.h"
  32. #include "MutexList.h"
  33. #include <deque>
  34. #include <memory> // needed for LS to compile properly on linux
  35. #define DAMAGE_PACKET_TYPE_SIPHON_SPELL 0x41
  36. #define DAMAGE_PACKET_TYPE_SIPHON_SPELL2 0x49
  37. #define DAMAGE_PACKET_TYPE_MULTIPLE_DAMAGE 0x80
  38. #define DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE 0xC0
  39. #define DAMAGE_PACKET_TYPE_SPELL_DAMAGE 0xC1
  40. #define DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG 0xC4
  41. #define DAMAGE_PACKET_TYPE_SPELL_CRIT_DMG 0xC5
  42. #define DAMAGE_PACKET_TYPE_SPELL_DAMAGE2 0xC8
  43. #define DAMAGE_PACKET_TYPE_SPELL_DAMAGE3 0xC9
  44. #define DAMAGE_PACKET_TYPE_RANGE_DAMAGE 0xE2
  45. #define DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG 0xE3
  46. #define DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG2 0xEA
  47. #define DAMAGE_PACKET_RESULT_NO_DAMAGE 0
  48. #define DAMAGE_PACKET_RESULT_SUCCESSFUL 1
  49. #define DAMAGE_PACKET_RESULT_MISS 4
  50. #define DAMAGE_PACKET_RESULT_DODGE 8
  51. #define DAMAGE_PACKET_RESULT_PARRY 12
  52. #define DAMAGE_PACKET_RESULT_RIPOSTE 16
  53. #define DAMAGE_PACKET_RESULT_BLOCK 20
  54. #define DAMAGE_PACKET_RESULT_DEATH_BLOW 24
  55. #define DAMAGE_PACKET_RESULT_INVULNERABLE 28
  56. #define DAMAGE_PACKET_RESULT_RESIST 36
  57. #define DAMAGE_PACKET_RESULT_REFLECT 40
  58. #define DAMAGE_PACKET_RESULT_IMMUNE 44
  59. #define DAMAGE_PACKET_RESULT_DEFLECT 48
  60. #define DAMAGE_PACKET_RESULT_COUNTER 52
  61. #define DAMAGE_PACKET_RESULT_COUNTER_STRIKE 60
  62. #define DAMAGE_PACKET_RESULT_BASH 64
  63. #define DAMAGE_PACKET_DAMAGE_TYPE_SLASH 0
  64. #define DAMAGE_PACKET_DAMAGE_TYPE_CRUSH 1
  65. #define DAMAGE_PACKET_DAMAGE_TYPE_PIERCE 2
  66. #define DAMAGE_PACKET_DAMAGE_TYPE_HEAT 3
  67. #define DAMAGE_PACKET_DAMAGE_TYPE_COLD 4
  68. #define DAMAGE_PACKET_DAMAGE_TYPE_MAGIC 5
  69. #define DAMAGE_PACKET_DAMAGE_TYPE_MENTAL 6
  70. #define DAMAGE_PACKET_DAMAGE_TYPE_DIVINE 7
  71. #define DAMAGE_PACKET_DAMAGE_TYPE_DISEASE 8
  72. #define DAMAGE_PACKET_DAMAGE_TYPE_POISON 9
  73. #define DAMAGE_PACKET_DAMAGE_TYPE_DROWN 10
  74. #define DAMAGE_PACKET_DAMAGE_TYPE_FALLING 11
  75. #define DAMAGE_PACKET_DAMAGE_TYPE_PAIN 12
  76. #define HEAL_PACKET_TYPE_SIMPLE_HEAL 0
  77. #define HEAL_PACKET_TYPE_CRIT_HEAL 1
  78. #define HEAL_PACKET_TYPE_ABSORB 2
  79. #define HEAL_PACKET_TYPE_REGEN_ABSORB 4
  80. #define HEAL_PACKET_TYPE_SIMPLE_MANA 8
  81. #define HEAL_PACKET_TYPE_CRIT_MANA 9
  82. #define HEAL_PACKET_TYPE_SAVAGERY 16
  83. #define HEAL_PACKET_TYPE_CRIT_SAVAGERY 17
  84. #define HEAL_PACKET_TYPE_REPAIR 64
  85. #define HEAL_PACKET_TYPE_CRIT_REPAIR 65
  86. #define ARROW_COLOR_GRAY 0 // 3
  87. #define ARROW_COLOR_GREEN 1 // 1
  88. #define ARROW_COLOR_BLUE 2
  89. #define ARROW_COLOR_WHITE 3 // 3
  90. #define ARROW_COLOR_YELLOW 4 // 4
  91. #define ARROW_COLOR_ORANGE 5 // 5
  92. #define ARROW_COLOR_RED 6
  93. #define ACTIVITY_STATUS_ROLEPLAYING 1
  94. #define ACTIVITY_STATUS_ANONYMOUS 2
  95. #define ACTIVITY_STATUS_LINKDEAD 4
  96. #define ACTIVITY_STATUS_CAMPING 8
  97. #define ACTIVITY_STATUS_LFG 16
  98. #define ACTIVITY_STATUS_LFW 32
  99. #define ACTIVITY_STATUS_SOLID 64 //used by zone objects to remain solid
  100. #define ACTIVITY_STATUS_IMMUNITY_GAINED 8192
  101. #define ACTIVITY_STATUS_IMMUNITY_REMAINING 16384
  102. #define ACTIVITY_STATUS_MERCENARY_1188 1<<2
  103. #define ACTIVITY_STATUS_STATICOBJECT_1188 1<<3
  104. #define ACTIVITY_STATUS_MERCHANT_1188 1<<4
  105. #define ACTIVITY_STATUS_HIDEICON_1188 1<<9
  106. #define ACTIVITY_STATUS_INTERACTABLE_1188 1<<10
  107. #define ACTIVITY_STATUS_NOTARGET_1188 1<<11
  108. #define ACTIVITY_STATUS_ISTRANSPORT_1188 1<<12
  109. #define ACTIVITY_STATUS_SHOWHOUSEICON_1188 1<<13
  110. #define ACTIVITY_STATUS_LOOTABLE_1188 1<<14
  111. #define ACTIVITY_STATUS_INCOMBAT_1188 1<<15
  112. #define ACTIVITY_STATUS_AFK_1188 1<<16
  113. #define ACTIVITY_STATUS_ROLEPLAYING_1188 1<<17
  114. #define ACTIVITY_STATUS_ANONYMOUS_1188 1<<18
  115. #define ACTIVITY_STATUS_LINKDEAD_1188 1<<19
  116. #define ACTIVITY_STATUS_CAMPING_1188 1<<20
  117. #define ACTIVITY_STATUS_LFG_1188 1<<21
  118. #define ACTIVITY_STATUS_LFW_1188 1<<22
  119. #define ACTIVITY_STATUS_SOLID_1188 1<<23 //used by zone objects to remain solid
  120. #define ACTIVITY_STATUS_MENTORING_1188 1<<28
  121. #define ACTIVITY_STATUS_IMMUNITY_GAINED_1188 1<<30
  122. #define ACTIVITY_STATUS_IMMUNITY_REMAINING_1188 1<<31
  123. #define POS_STATE_KNEELING 64
  124. #define POS_STATE_SOLID 128 //used by most mobs to remaind solid (cant walk through them)
  125. #define POS_STATE_NOTARGET_CURSOR 256 //cant target and no cursor is displayed
  126. #define POS_STATE_CROUCHING 512
  127. #define MERCHANT_TYPE_NO_BUY 1
  128. #define MERCHANT_TYPE_NO_BUY_BACK 2
  129. #define MERCHANT_TYPE_SPELLS 4
  130. #define MERCHANT_TYPE_CRAFTING 8
  131. #define MERCHANT_TYPE_REPAIR 16
  132. #define MERCHANT_TYPE_LOTTO 32
  133. #define INFO_VIS_FLAG_INVIS 1
  134. #define INFO_VIS_FLAG_HIDE_HOOD 2
  135. #define INFO_VIS_FLAG_MOUNTED 4
  136. #define INFO_VIS_FLAG_CROUCH 8
  137. using namespace std;
  138. class Spell;
  139. class ZoneServer;
  140. class Quest;
  141. struct LUAHistory;
  142. struct Cell;
  143. struct CellInfo {
  144. Cell* CurrentCell;
  145. int CellListIndex;
  146. };
  147. struct MovementData{
  148. float x;
  149. float y;
  150. float z;
  151. float speed;
  152. int32 delay;
  153. string lua_function;
  154. };
  155. struct BasicInfoStruct{
  156. sint32 cur_hp;
  157. sint32 max_hp;
  158. sint32 hp_base;
  159. sint32 cur_power;
  160. sint32 max_power;
  161. sint32 power_base;
  162. sint32 cur_savagery;
  163. sint32 max_savagery;
  164. sint32 savagery_base;
  165. sint32 cur_dissonance;
  166. sint32 max_dissonance;
  167. sint32 dissonance_base;
  168. sint16 assigned_aa;
  169. sint16 unassigned_aa;
  170. sint16 tradeskill_aa;
  171. sint16 unassigned_tradeskill_aa;
  172. sint16 prestige_aa;
  173. sint16 unassigned_prestige_aa;
  174. sint16 tradeskill_prestige_aa;
  175. sint16 unassigned_tradeskill_prestige_aa;
  176. };
  177. struct MovementLocation{
  178. float x;
  179. float y;
  180. float z;
  181. float speed;
  182. //int32 start_time;
  183. //int32 end_time;
  184. bool attackable;
  185. string lua_function;
  186. bool mapped;
  187. int32 gridid;
  188. };
  189. struct SpawnUpdate {
  190. int32 spawn_id;
  191. bool info_changed;
  192. bool vis_changed;
  193. bool pos_changed;
  194. shared_ptr<Client> client;
  195. };
  196. struct SpawnData {
  197. Spawn* spawn;
  198. uchar* data;
  199. int32 size;
  200. };
  201. class Spawn {
  202. public:
  203. Spawn();
  204. virtual ~Spawn();
  205. template <class Field, class Value> void Set(Field* field, Value value, bool setUpdateFlags = true){
  206. if (setUpdateFlags) {
  207. changed = true;
  208. AddChangedZoneSpawn();
  209. }
  210. *field = value;
  211. }
  212. template <class Field> void Set(Field* field, const char* value, bool setUpdateFlags = true){
  213. if (setUpdateFlags) {
  214. changed = true;
  215. AddChangedZoneSpawn();
  216. }
  217. strcpy(field, value);
  218. }
  219. template <class Field, class Value> void SetPos(Field* field, Value value, bool setUpdateFlags = true){
  220. if(setUpdateFlags){
  221. position_changed = true;
  222. }
  223. Set(field, value, setUpdateFlags);
  224. }
  225. template <class Field, class Value> void SetInfo(Field* field, Value value, bool setUpdateFlags = true){
  226. if(setUpdateFlags){
  227. info_changed = true;
  228. }
  229. Set(field, value);
  230. }
  231. template <class Field, class Value> void SetVis(Field* field, Value value, bool setUpdateFlags = true){
  232. if(setUpdateFlags)
  233. vis_changed = true;
  234. Set(field, value);
  235. }
  236. template <class Field> void SetPos(Field* field, char* value, bool setUpdateFlags = true){
  237. if(setUpdateFlags){
  238. position_changed = true;
  239. }
  240. Set(field, value, setUpdateFlags);
  241. }
  242. template <class Field> void SetInfo(Field* field, char* value, bool setUpdateFlags = true){
  243. if(setUpdateFlags){
  244. info_changed = true;
  245. }
  246. Set(field, value);
  247. }
  248. EntityCommand* CreateEntityCommand(EntityCommand* old_command){
  249. EntityCommand* entity_command = new EntityCommand;
  250. entity_command->name = old_command->name;
  251. entity_command->distance = old_command->distance;
  252. entity_command->command = old_command->command;
  253. entity_command->error_text = old_command->error_text;
  254. entity_command->cast_time = old_command->cast_time;
  255. entity_command->spell_visual = old_command->spell_visual;
  256. return entity_command;
  257. }
  258. EntityCommand* CreateEntityCommand(const char* name, float distance, const char* command, const char* error_text, int16 cast_time, int32 spell_visual){
  259. EntityCommand* entity_command = new EntityCommand;
  260. entity_command->name = name;
  261. entity_command->distance = distance;
  262. entity_command->command = command;
  263. entity_command->error_text = error_text;
  264. entity_command->cast_time = cast_time;
  265. entity_command->spell_visual = spell_visual;
  266. return entity_command;
  267. }
  268. void AddChangedZoneSpawn();
  269. void AddPrimaryEntityCommand(const char* name, float distance, const char* command, const char* error_text, int16 cast_time, int32 spell_visual){
  270. primary_command_list.push_back(CreateEntityCommand(name, distance, command, error_text, cast_time, spell_visual));
  271. }
  272. void AddSecondaryEntityCommand(const char* name, float distance, const char* command, const char* error_text, int16 cast_time, int32 spell_visual){
  273. secondary_command_list.push_back(CreateEntityCommand(name, distance, command, error_text, cast_time, spell_visual));
  274. }
  275. int8 GetLockedNoLoot(){
  276. return appearance.locked_no_loot;
  277. }
  278. int16 GetEmoteState(){
  279. return appearance.emote_state;
  280. }
  281. int8 GetHideHood(){
  282. return appearance.hide_hood;
  283. }
  284. void SetLockedNoLoot(int8 new_val, bool updateFlags = true){
  285. SetVis(&appearance.locked_no_loot, new_val, updateFlags);
  286. }
  287. void SetHandFlag(int8 new_val, bool updateFlags = true){
  288. SetVis(&appearance.display_hand_icon, new_val, updateFlags);
  289. }
  290. void SetHideHood(int8 new_val, bool updateFlags = true){
  291. SetInfo(&appearance.hide_hood, new_val, updateFlags);
  292. }
  293. void SetEmoteState(int8 new_val, bool updateFlags = true){
  294. SetInfo(&appearance.emote_state, new_val, updateFlags);
  295. }
  296. void SetName(const char* new_name, bool updateFlags = true){
  297. SetInfo(appearance.name, new_name, updateFlags);
  298. }
  299. void SetPrefixTitle(const char* new_prefix_title, bool updateFlags = true) {
  300. SetInfo(appearance.prefix_title, new_prefix_title, updateFlags);
  301. }
  302. void SetSuffixTitle(const char* new_suffix_title, bool updateFlags = true) {
  303. SetInfo(appearance.suffix_title, new_suffix_title, updateFlags);
  304. }
  305. void SetSubTitle(const char* new_sub_title, bool updateFlags = true) {
  306. SetInfo(appearance.sub_title, new_sub_title, updateFlags);
  307. }
  308. void SetLastName(const char* new_last_name, bool updateFlags = true) {
  309. SetInfo(appearance.last_name, new_last_name, updateFlags);
  310. }
  311. void SetAdventureClass(int8 new_class, bool updateFlags = true) {
  312. SetInfo(&appearance.adventure_class, new_class, updateFlags);
  313. }
  314. void SetTradeskillClass(int8 new_class, bool updateFlags = true) {
  315. SetInfo(&appearance.tradeskill_class, new_class, updateFlags);
  316. }
  317. void SetSize(int16 new_size, bool updateFlags = true) {
  318. SetPos(&size, new_size, updateFlags);
  319. }
  320. void SetSpeedX(float speed_x, bool updateFlags = true) {
  321. SetPos(&appearance.pos.SpeedX, speed_x, updateFlags);
  322. }
  323. void SetSpeedY(float speed_y, bool updateFlags = true) {
  324. SetPos(&appearance.pos.SpeedY, speed_y, updateFlags);
  325. }
  326. void SetSpeedZ(float speed_z, bool updateFlags = true) {
  327. SetPos(&appearance.pos.SpeedZ, speed_z, updateFlags);
  328. }
  329. void SetX(float x, bool updateFlags = true){
  330. SetPos(&appearance.pos.X, x, updateFlags);
  331. }
  332. void SetY(float y, bool updateFlags = true, bool disableYMapFix = false);
  333. void SetZ(float z, bool updateFlags = true){
  334. SetPos(&appearance.pos.Z, z, updateFlags);
  335. }
  336. void SetHeading(sint16 dir1, sint16 dir2, bool updateFlags = true){
  337. SetPos(&appearance.pos.Dir1, dir1, updateFlags);
  338. SetPos(&appearance.pos.Dir2, dir2, updateFlags);
  339. }
  340. void SetHeading(float heading, bool updateFlags = true){
  341. last_heading_angle = heading;
  342. if (heading != 180)
  343. heading = (heading - 180) * 64;
  344. SetHeading((sint16)heading, (sint16)heading, updateFlags);
  345. }
  346. void SetPitch(sint16 pitch1, sint16 pitch2, bool updateFlags = true){
  347. SetPos(&appearance.pos.Pitch1, (sint16)pitch1, updateFlags);
  348. SetPos(&appearance.pos.Pitch2, (sint16)pitch2, updateFlags);
  349. }
  350. void SetPitch(float pitch, bool updateFlags = true){
  351. if (pitch == 0){
  352. SetPos(&appearance.pos.Pitch1, (sint16)0, updateFlags);
  353. SetPos(&appearance.pos.Pitch2, (sint16)0, updateFlags);
  354. return;
  355. }
  356. if (pitch != 180)
  357. pitch = (pitch - 180) * 64;
  358. SetPos(&appearance.pos.Pitch1, (sint16)pitch, updateFlags);
  359. SetPos(&appearance.pos.Pitch2, (sint16)pitch, updateFlags);
  360. }
  361. void SetRoll(float roll, bool updateFlags = true){
  362. if (roll == 0){
  363. SetPos(&appearance.pos.Roll, (sint16)0, updateFlags);
  364. return;
  365. }
  366. else if (roll != 180)
  367. roll = (roll - 180) * 64;
  368. SetPos(&appearance.pos.Roll, (sint16)roll, updateFlags);
  369. }
  370. void SetVisualState(int16 state, bool updateFlags = true){
  371. SetInfo(&appearance.visual_state, state, updateFlags);
  372. }
  373. void SetActionState(int16 state, bool updateFlags = true){
  374. SetInfo(&appearance.action_state, state, updateFlags);
  375. }
  376. void SetMoodState(int16 state, bool updateFlags = true){
  377. SetInfo(&appearance.mood_state, state, updateFlags);
  378. }
  379. void SetInitialState(int16 state, bool updateFlags = true){
  380. SetPos(&appearance.pos.state, state, updateFlags);
  381. }
  382. void SetActivityStatus(int16 state, bool updateFlags = true){
  383. SetInfo(&appearance.activity_status, state, updateFlags);
  384. }
  385. void SetCollisionRadius(int32 radius, bool updateFlags = true){
  386. SetPos(&appearance.pos.collision_radius, radius, updateFlags);
  387. }
  388. int16 GetCollisionRadius(){
  389. return appearance.pos.collision_radius;
  390. }
  391. int16 GetVisualState(){
  392. return appearance.visual_state;
  393. }
  394. int16 GetActionState(){
  395. return appearance.action_state;
  396. }
  397. int16 GetMoodState(){
  398. return appearance.mood_state;
  399. }
  400. int16 GetInitialState(){
  401. return appearance.pos.state;
  402. }
  403. int16 GetActivityStatus(){
  404. return appearance.activity_status;
  405. }
  406. int32 GetPrimaryCommandListID(){
  407. return primary_command_list_id;
  408. }
  409. int32 GetSecondaryCommandListID(){
  410. return secondary_command_list_id;
  411. }
  412. void SetID(int32 in_id){
  413. Set(&id, in_id);
  414. }
  415. void SetEncounterLevel(int8 enc_level, bool setUpdateFlags = true){
  416. SetInfo(&appearance.encounter_level, enc_level, setUpdateFlags);
  417. }
  418. void SetLevel(int16 level, bool setUpdateFlags = true){
  419. SetInfo(&appearance.level, level, setUpdateFlags);
  420. }
  421. void SetTSLevel(int16 tradeskill_level, bool setUpdateFlags = true){
  422. SetInfo(&appearance.tradeskill_level, tradeskill_level, setUpdateFlags);
  423. }
  424. void SetGender(int8 gender, bool setUpdateFlags = true){
  425. SetInfo(&appearance.gender, gender, setUpdateFlags);
  426. }
  427. void SetShowName(int8 new_val, bool setUpdateFlags = true){
  428. SetVis(&appearance.display_name, new_val, setUpdateFlags);
  429. }
  430. void SetShowLevel(int8 new_val, bool setUpdateFlags = true){
  431. SetVis(&appearance.show_level, new_val, setUpdateFlags);
  432. }
  433. void SetHeroic(int8 new_val, bool setUpdateFlags = true){
  434. SetInfo(&appearance.heroic_flag, new_val, setUpdateFlags);
  435. }
  436. void SetTargetable(int8 new_val, bool setUpdateFlags = true){
  437. SetVis(&appearance.targetable, new_val, setUpdateFlags);
  438. }
  439. void SetShowCommandIcon(int8 new_val, bool setUpdateFlags = true){
  440. SetVis(&appearance.show_command_icon, new_val, setUpdateFlags);
  441. }
  442. void SetShowHandIcon(int8 new_val, bool setUpdateFlags = true){
  443. SetVis(&appearance.display_hand_icon, new_val, setUpdateFlags);
  444. }
  445. void SetAttackable(int8 new_val, bool setUpdateFlags = true){
  446. SetInfo(&appearance.attackable, new_val, setUpdateFlags);
  447. }
  448. void SetLocation(int32 id, bool setUpdateFlags = true){
  449. SetPos(&appearance.pos.grid_id, id, setUpdateFlags);
  450. }
  451. void SetRace(int8 race, bool setUpdateFlags = true){
  452. SetInfo(&appearance.race, race, setUpdateFlags);
  453. }
  454. void SetIcon(int8 icon, bool setUpdateFlags = true){
  455. SetInfo(&appearance.icon, icon, setUpdateFlags);
  456. }
  457. void AddIconValue(int8 val){
  458. if(!(appearance.icon & val))
  459. SetIcon(appearance.icon+val);
  460. }
  461. void RemoveIconValue(int8 val){
  462. if((appearance.icon & val))
  463. SetIcon(appearance.icon-val);
  464. }
  465. int8 GetIconValue(){
  466. return appearance.icon;
  467. }
  468. virtual void SetSpeed(float speed){
  469. SetPos(&appearance.pos.Speed1, (int8)speed);
  470. }
  471. virtual float GetSpeed(){
  472. return (float)appearance.pos.Speed1;
  473. }
  474. virtual float GetBaseSpeed(){
  475. return (float)appearance.pos.Speed1;
  476. }
  477. void SetSpawnType(int8 new_type){
  478. SetInfo(&spawn_type, new_type);
  479. }
  480. int8 GetSpawnType(){
  481. return spawn_type;
  482. }
  483. void SetDatabaseID(int32 new_id){
  484. database_id = new_id;
  485. }
  486. int32 GetDatabaseID(){
  487. return database_id;
  488. }
  489. int8 GetShowHandIcon(){
  490. return appearance.display_hand_icon;
  491. }
  492. int32 GetLocation(){
  493. return appearance.pos.grid_id;
  494. }
  495. int8 GetAttackable(){
  496. return appearance.attackable;
  497. }
  498. int8 GetShowName(){
  499. return appearance.display_name;
  500. }
  501. int8 GetShowLevel(){
  502. return appearance.show_level;
  503. }
  504. int8 GetHeroic(){
  505. return appearance.heroic_flag;
  506. }
  507. int8 GetTargetable(){
  508. return appearance.targetable;
  509. }
  510. int8 GetShowCommandIcon(){
  511. return appearance.show_command_icon;
  512. }
  513. char* GetName(){
  514. return appearance.name;
  515. }
  516. char* GetPrefixTitle(){
  517. return appearance.prefix_title;
  518. }
  519. char* GetSuffixTitle(){
  520. return appearance.suffix_title;
  521. }
  522. char* GetSubTitle() {
  523. return appearance.sub_title;
  524. }
  525. char* GetLastName() {
  526. return appearance.last_name;
  527. }
  528. int8 GetAdventureClass() {
  529. return appearance.adventure_class;
  530. }
  531. int8 GetTradeskillClass() {
  532. return appearance.tradeskill_class;
  533. }
  534. float GetDestinationX(){
  535. return appearance.pos.X2;
  536. }
  537. float GetX() {
  538. return appearance.pos.X;
  539. }
  540. float GetSpeedX() {
  541. return appearance.pos.SpeedX;
  542. }
  543. float GetSpeedY() {
  544. return appearance.pos.SpeedY;
  545. }
  546. float GetSpeedZ() {
  547. return appearance.pos.SpeedZ;
  548. }
  549. float GetDestinationY(){
  550. return appearance.pos.Y2;
  551. }
  552. float GetY(){
  553. return appearance.pos.Y;
  554. }
  555. float GetDestinationZ(){
  556. return appearance.pos.Z2;
  557. }
  558. float GetZ(){
  559. return appearance.pos.Z;
  560. }
  561. float GetHeading(){
  562. float heading = 0;
  563. if(appearance.pos.Dir1 != 0){
  564. heading = ((float)appearance.pos.Dir1)/((float)64);
  565. if(heading >= 180)
  566. heading -= 180;
  567. else
  568. heading += 180;
  569. }
  570. return heading;
  571. }
  572. float GetPitch(){
  573. float pitch = 0;
  574. if(appearance.pos.Pitch1 != 0){
  575. pitch = ((float)appearance.pos.Pitch1)/((float)64);
  576. if(pitch >= 180)
  577. pitch -= 180;
  578. else
  579. pitch += 180;
  580. }
  581. return pitch;
  582. }
  583. float GetRoll(){
  584. float roll = 0;
  585. if(appearance.pos.Roll != 0){
  586. roll = ((float)appearance.pos.Roll)/((float)64);
  587. if(roll >= 180)
  588. roll -= 180;
  589. else
  590. roll += 180;
  591. }
  592. return roll;
  593. }
  594. int32 GetID(){
  595. return id;
  596. }
  597. float GetDistance(float x1, float y1, float z1, float x2, float y2, float z2);
  598. float GetDistance(float x, float y, float z, float radius, bool ignore_y = false);
  599. float GetDistance(float x, float y, float z, bool ignore_y = false);
  600. float GetDistance(Spawn* spawn, bool ignore_y = false, bool includeRadius=true);
  601. float GetDistance(Spawn* spawn, float x1, float y1, float z1, bool includeRadius=true);
  602. float CalculateRadius(Spawn* target);
  603. int8 GetEncounterLevel(){
  604. return appearance.encounter_level;
  605. }
  606. sint32 GetTotalPower();
  607. sint32 GetPower();
  608. sint32 GetTotalHP();
  609. sint32 GetHP();
  610. sint32 GetTotalHPBase();
  611. sint32 GetTotalPowerBase();
  612. sint32 GetTotalSavagery();
  613. sint32 GetSavagery();
  614. sint32 GetTotalDissonance();
  615. sint32 GetDissonance();
  616. sint32 GetTotalSavageryBase();
  617. sint32 GetTotalDissonanceBase();
  618. sint16 GetAssignedAA();
  619. sint16 GetUnassignedAA();
  620. sint16 GetTradeskillAA();
  621. sint16 GetUnassignedTradeskillAA();
  622. sint16 GetPrestigeAA();
  623. sint16 GetUnassignedPretigeAA();
  624. sint16 GetTradeskillPrestigeAA();
  625. sint16 GetUnassignedTradeskillPrestigeAA();
  626. void SetTotalPower(sint32 new_val);
  627. void SetTotalHP(sint32 new_val);
  628. void SetTotalSavagery(sint32 new_val);
  629. void SetTotalDissonance(sint32 new_val);
  630. void SetTotalPowerBase(sint32 new_val);
  631. void SetTotalHPBase(sint32 new_val);
  632. void SetTotalSavageryBase(sint32 new_val);
  633. void SetTotalDissonanceBase(sint32 new_val);
  634. void SetPower(sint32 power, bool setUpdateFlags = true);
  635. void SetHP(sint32 new_val, bool setUpdateFlags = true);
  636. void SetSavagery(sint32 savagery, bool setUpdateFlags = true);
  637. void SetDissonance(sint32 dissonance, bool setUpdateFlags = true);
  638. void SetAssignedAA(sint16 new_val);
  639. void SetUnassignedAA(sint16 new_val);
  640. void SetTradeskillAA(sint16 new_val);
  641. void SetUnassignedTradeskillAA(sint16 new_val);
  642. void SetPrestigeAA(sint16 new_val);
  643. void SetUnassignedPrestigeAA(sint16 new_val);
  644. void SetTradeskillPrestigeAA(sint16 new_val);
  645. void SetUnassignedTradeskillPrestigeAA(sint16 new_val);
  646. void SetPrivateQuestSpawn(bool val) {req_quests_private = val;}
  647. void SetQuestsRequiredOverride(int16 val) {req_quests_override = val;}
  648. void SetQuestsRequiredContinuedAccess(bool val) {req_quests_continued_access = val;}
  649. bool GetPrivateQuestSpawn() {return req_quests_private;}
  650. int16 GetQuestsRequiredOverride() {return req_quests_override;}
  651. bool GetQuestsRequiredContinuedAccess() {return req_quests_continued_access;}
  652. bool Alive(){ return GetHP() > 0; }
  653. int16 GetLevel(){
  654. return appearance.level;
  655. }
  656. int16 GetTSLevel(){
  657. return appearance.tradeskill_level;
  658. }
  659. int8 GetGender(){
  660. return appearance.gender;
  661. }
  662. int8 GetRace(){
  663. return appearance.race;
  664. }
  665. int8 GetLuaRaceId() {
  666. return appearance.lua_race_id;
  667. }
  668. int32 GetSize(){
  669. return size;
  670. }
  671. int32 GetDeviation(){
  672. return deviation;
  673. }
  674. void SetDeviation(int32 in_dev){
  675. deviation = in_dev;
  676. }
  677. float GetSpawnOrigHeading(){
  678. return appearance.pos.SpawnOrigHeading;
  679. }
  680. void SetSpawnOrigHeading(float val){
  681. appearance.pos.SpawnOrigHeading = val;
  682. }
  683. float GetSpawnOrigX(){
  684. return appearance.pos.SpawnOrigX;
  685. }
  686. float GetSpawnOrigY(){
  687. return appearance.pos.SpawnOrigY;
  688. }
  689. float GetSpawnOrigZ(){
  690. return appearance.pos.SpawnOrigZ;
  691. }
  692. float GetSpawnOrigPitch(){
  693. return appearance.pos.SpawnOrigPitch;
  694. }
  695. float GetSpawnOrigRoll(){
  696. return appearance.pos.SpawnOrigRoll;
  697. }
  698. void SetSpawnOrigX(float val){
  699. appearance.pos.SpawnOrigX = val;
  700. }
  701. void SetSpawnOrigY(float val){
  702. appearance.pos.SpawnOrigY = val;
  703. }
  704. void SetSpawnOrigZ(float val){
  705. appearance.pos.SpawnOrigZ = val;
  706. }
  707. void SetSpawnOrigRoll(float val){
  708. appearance.pos.SpawnOrigRoll = val;
  709. }
  710. void SetSpawnOrigPitch(float val){
  711. appearance.pos.SpawnOrigPitch = val;
  712. }
  713. void SetSogaModelType(int16 new_val, bool setUpdateFlags = true){
  714. SetInfo(&appearance.soga_model_type, new_val, setUpdateFlags);
  715. }
  716. void SetModelType(int16 model_type, bool setUpdateFlags = true){
  717. SetInfo(&appearance.model_type, model_type, setUpdateFlags);
  718. SetInfo(&appearance.soga_model_type, model_type, setUpdateFlags);
  719. }
  720. int16 GetSogaModelType(){
  721. return appearance.soga_model_type;
  722. }
  723. int16 GetModelType(){
  724. return appearance.model_type;
  725. }
  726. bool IsFlying() { return (GetInitialState() == 49156); }
  727. void SetPrimaryCommand(const char* name, const char* command, float distance = 10);
  728. void SetPrimaryCommands(vector<EntityCommand*>* commands);
  729. void SetSecondaryCommands(vector<EntityCommand*>* commands);
  730. vector<EntityCommand*>* GetPrimaryCommands() {return &primary_command_list;}
  731. vector<EntityCommand*>* GetSecondaryCommands() {return &secondary_command_list;}
  732. EntityCommand* FindEntityCommand(string command);
  733. virtual EQ2Packet* serialize(Player* player, int16 version);
  734. EQ2Packet* spawn_serialize(Player* player, int16 version);
  735. EQ2Packet* spawn_update_packet(Player* player, int16 version, bool override_changes = false, bool override_vis_changes = false);
  736. EQ2Packet* player_position_update_packet(Player* player, int16 version);
  737. uchar* spawn_info_changes(Player* spawn, int16 version);
  738. uchar* spawn_pos_changes(Player* spawn, int16 version);
  739. uchar* spawn_vis_changes(Player* spawn, int16 version);
  740. uchar* spawn_info_changes_ex(Player* spawn, int16 version);
  741. uchar* spawn_pos_changes_ex(Player* spawn, int16 version);
  742. uchar* spawn_vis_changes_ex(Player* spawn, int16 version);
  743. virtual bool EngagedInCombat(){ return false; }
  744. virtual bool IsObject(){ return false; }
  745. virtual bool IsGroundSpawn(){ return false; }
  746. virtual bool IsNPC(){ return false; }
  747. virtual bool IsEntity(){ return false; }
  748. virtual bool IsPlayer(){ return false; }
  749. virtual bool IsWidget(){ return false; }
  750. virtual bool IsSign(){ return false; }
  751. virtual bool IsBot() { return false; }
  752. bool HasInfoChanged(){ return info_changed; }
  753. bool HasPositionChanged(){ return position_changed; }
  754. bool HasTarget(){ return target ? true : false; }
  755. int32 GetRespawnTime();
  756. void SetRespawnTime(int32 time);
  757. int32 GetExpireTime() { return expire_time; }
  758. void SetExpireTime(int32 new_expire_time) { expire_time = new_expire_time; }
  759. int32 GetExpireOffsetTime();
  760. void SetExpireOffsetTime(int32 time);
  761. int32 GetSpawnLocationID();
  762. void SetSpawnLocationID(int32 id);
  763. int32 GetSpawnEntryID();
  764. void SetSpawnEntryID(int32 id);
  765. int32 GetSpawnLocationPlacementID();
  766. void SetSpawnLocationPlacementID(int32 id);
  767. float GetXOffset() { return x_offset; }
  768. void SetXOffset(float new_x_offset) { x_offset = new_x_offset; }
  769. float GetYOffset() { return y_offset; }
  770. void SetYOffset(float new_y_offset) { y_offset = new_y_offset; }
  771. float GetZOffset() { return z_offset; }
  772. void SetZOffset(float new_z_offset) { z_offset = new_z_offset; }
  773. Spawn* GetTarget();
  774. void SetTarget(Spawn* spawn);
  775. Spawn* GetLastAttacker();
  776. void SetLastAttacker(Spawn* spawn);
  777. bool TakeDamage(int32 damage);
  778. void TakeDamage(Spawn* attacker, int32 damage);
  779. ZoneServer* GetZone();
  780. virtual void SetZone(ZoneServer* in_zone);
  781. void SetFactionID(int32 val) { faction_id = val; }
  782. int32 GetFactionID(){
  783. return faction_id;
  784. }
  785. static int32 NextID() {
  786. static CriticalSection id_lock;
  787. id_lock.lock();
  788. int32 ret = ++next_id;
  789. if (next_id == 0xFFFFFFFE)
  790. next_id = 1;
  791. else if ((next_id - 255) % 256 == 0) { //we dont want it to end in 255, it will confuse/crash the client
  792. id_lock.unlock();
  793. return NextID();
  794. }
  795. id_lock.unlock();
  796. return ret;
  797. }
  798. void AddProvidedQuest(int32 val){
  799. quest_ids.push_back(val);
  800. }
  801. vector<int32>* GetProvidedQuests(){
  802. return &quest_ids;
  803. }
  804. bool HasProvidedQuests(){
  805. return (quest_ids.size() > 0);
  806. }
  807. void SetSpawnScript(string name);
  808. const char* GetSpawnScript();
  809. vector<Spawn*>* GetSpawnGroup();
  810. bool HasSpawnGroup();
  811. bool IsInSpawnGroup(Spawn* spawn);
  812. void SendSpawnChanges(bool val){ send_spawn_changes = val; }
  813. void SetSpawnGroupID(int32 id);
  814. int32 GetSpawnGroupID();
  815. void AddSpawnToGroup(Spawn* spawn);
  816. void SetSpawnGroupList(vector<Spawn*>* list, Mutex* mutex);
  817. void RemoveSpawnFromGroup(bool erase_all = false);
  818. void SetRunningTo(Spawn* spawn){ running_to = spawn->GetID(); }
  819. Spawn* GetRunningTo();
  820. void SetTempVisualState(int val, bool update = true) { SetInfo(&tmp_visual_state, val, update); }
  821. int GetTempVisualState(){ return tmp_visual_state; }
  822. void SetTempActionState(int val, bool update = true) { SetInfo(&tmp_action_state, val, update); }
  823. int GetTempActionState(){ return tmp_action_state; }
  824. void AddAllowAccessSpawn(Spawn* spawn){ allowed_access[spawn->GetID()] = 1; }
  825. void RemoveSpawnAccess(Spawn* spawn);
  826. bool IsPrivateSpawn(){ return allowed_access.size() > 0 ;}
  827. bool AllowedAccess(Spawn* spawn){ return allowed_access.count(spawn->GetID()) > 0; }
  828. void MakeSpawnPublic() { allowed_access.clear(); }
  829. void SetSizeOffset(int8 offset);
  830. int8 GetSizeOffset();
  831. void SetMerchantID(int32 val);
  832. int32 GetMerchantID();
  833. void SetMerchantType(int8 val);
  834. int8 GetMerchantType();
  835. void SetQuestsRequired(map<int32, vector<int16>* >* quests);
  836. void SetQuestsRequired(int32 quest_id, int16 quest_step);
  837. void SetRequiredHistory(int32 event_id, int32 value1, int32 value2);
  838. map<int32, vector<int16>* >* GetQuestsRequired();
  839. void SetTransporterID(int32 id);
  840. int32 GetTransporterID();
  841. bool MeetsSpawnAccessRequirements(Player* player);
  842. void InitializePosPacketData(Player* player, PacketStruct* packet, bool bSpawnUpdate = false);
  843. void InitializeInfoPacketData(Player* player, PacketStruct* packet);
  844. void InitializeVisPacketData(Player* player, PacketStruct* packet);
  845. void InitializeHeaderPacketData(Player* player, PacketStruct* packet, int16 index);
  846. void InitializeFooterPacketData(Player* player, PacketStruct* packet);
  847. void MoveToLocation(Spawn* spawn, float distance, bool immediate = true, bool isMappedLocation = false);
  848. void AddMovementLocation(float x, float y, float z, float speed, int16 delay, const char* lua_function);
  849. void ProcessMovement(bool isSpawnListLocked=false);
  850. void ResetMovement();
  851. bool IsRunning();
  852. void CalculateRunningLocation(bool stop = false);
  853. void RunToLocation(float x, float y, float z, float following_x = 0, float following_y = 0, float following_z = 0);
  854. MovementLocation* GetCurrentRunningLocation();
  855. MovementLocation* GetLastRunningLocation();
  856. bool CalculateChange();
  857. 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);
  858. bool RemoveRunningLocation();
  859. void ClearRunningLocations();
  860. void CopySpawnAppearance(Spawn* spawn);
  861. bool MovementInterrupted(){ return movement_interrupted; }
  862. void MovementInterrupted(bool val) { movement_interrupted = val; }
  863. bool NeedsToResumeMovement(){ return attack_resume_needed; }
  864. void NeedsToResumeMovement(bool val) { attack_resume_needed = val; }
  865. bool HasMovementLoop(){ return movement_loop.size() > 0; }
  866. Timer* GetRunningTimer();
  867. float GetFaceTarget(float x, float z);
  868. void FaceTarget(float x, float z);
  869. void FaceTarget(Spawn* target);
  870. void SetInvulnerable(bool val);
  871. bool GetInvulnerable();
  872. bool changed;
  873. bool position_changed;
  874. bool info_changed;
  875. bool vis_changed;
  876. int16 size;
  877. int32 faction_id;
  878. int8 oversized_packet; //0xff
  879. int16 opcode;
  880. int32 id;
  881. int8 unknown1;
  882. int32 unknown2;
  883. int32 primary_command_list_id;
  884. int32 secondary_command_list_id;
  885. vector<EntityCommand*> primary_command_list;
  886. vector<EntityCommand*> secondary_command_list;
  887. int32 group_id;
  888. int8 group_len;
  889. vector<Spawn*>* spawn_group_list;
  890. AppearanceData appearance;
  891. int32 last_movement_update;
  892. int32 last_location_update;
  893. bool forceMapCheck;
  894. bool following;
  895. bool IsPet() { return is_pet; }
  896. void SetPet(bool val) { is_pet = val; }
  897. Mutex m_requiredQuests;
  898. Mutex m_requiredHistory;
  899. void SetFollowTarget(Spawn* spawn, int32 followDistance=0);
  900. Spawn* GetFollowTarget();
  901. /// <summary>Sets a user defined variable</summary>
  902. /// <param name='var'>Variable we are setting</param>
  903. /// <param name='val'>Value to set the variable to</param>
  904. void AddTempVariable(string var, string val);
  905. void AddTempVariable(string var, Spawn* val);
  906. void AddTempVariable(string var, ZoneServer* val);
  907. void AddTempVariable(string var, Quest* val);
  908. void AddTempVariable(string var, Item* val);
  909. /// <summary>Gets the value for the given variable</summary>
  910. /// <param name='var'>Variable to check</param>
  911. /// <returns>The value for the given variable, "" if variable was not set</returns>
  912. string GetTempVariable(string var);
  913. Spawn* GetTempVariableSpawn(string var);
  914. ZoneServer* GetTempVariableZone(string var);
  915. Item* GetTempVariableItem(string var);
  916. Quest* GetTempVariableQuest(string var);
  917. int8 GetTempVariableType(string var);
  918. void DeleteTempVariable(string var);
  919. void SetIllusionModel(int16 val, bool setUpdateFlags = true) {
  920. SetInfo(&m_illusionModel, val, setUpdateFlags);
  921. }
  922. int16 GetIllusionModel() { return m_illusionModel; }
  923. CellInfo Cell_Info;
  924. int32 GetSpawnAnim() { return m_spawnAnim; }
  925. void SetSpawnAnim(int32 value) { m_spawnAnim = value; }
  926. int32 GetAddedToWorldTimestamp() { return m_addedToWorldTimestamp; }
  927. void SetAddedToWorldTimestamp(int32 value) { m_addedToWorldTimestamp = value; }
  928. int16 GetSpawnAnimLeeway() { return m_spawnAnimLeeway; }
  929. void SetSpawnAnimLeeway(int16 value) { m_spawnAnimLeeway = value; }
  930. float FindDestGroundZ(glm::vec3 dest, float z_offset);
  931. float GetFixedZ(const glm::vec3& destination, int32 z_find_offset = 1);
  932. void FixZ(bool forceUpdate=false);
  933. bool CheckLoS(Spawn* target);
  934. bool CheckLoS(glm::vec3 myloc, glm::vec3 oloc);
  935. void CalculateNewFearpoint();
  936. void StopMoving() {
  937. if (movement_locations)
  938. movement_locations->clear();
  939. }
  940. int16 pos_packet_size;
  941. int16 info_packet_size;
  942. int16 vis_packet_size;
  943. enum SpawnProximityType {
  944. SPAWNPROXIMITY_DATABASE_ID = 0,
  945. SPAWNPROXIMITY_LOCATION_ID = 1
  946. };
  947. struct SpawnProximity {
  948. float x;
  949. float y;
  950. float z;
  951. int32 spawn_value;
  952. int8 spawn_type;
  953. float distance;
  954. string in_range_lua_function;
  955. string leaving_range_lua_function;
  956. map<int32, bool> spawns_in_proximity;
  957. };
  958. void AddSpawnToProximity(int32 spawnValue, SpawnProximityType type);
  959. void RemoveSpawnFromProximity(int32 spawnValue, SpawnProximityType type);
  960. SpawnProximity* AddLUASpawnProximity(int32 spawnValue, SpawnProximityType type, float distance, string in_range_function, string leaving_range_function) {
  961. SpawnProximity* prox = new SpawnProximity;
  962. prox->spawn_value = spawnValue;
  963. prox->spawn_type = type;
  964. prox->distance = distance;
  965. prox->in_range_lua_function = in_range_function;
  966. prox->leaving_range_lua_function = leaving_range_function;
  967. spawn_proximities.Add(prox);
  968. return prox;
  969. }
  970. void RemoveSpawnProximities() {
  971. MutexList<SpawnProximity*>::iterator itr = spawn_proximities.begin();
  972. while (itr.Next()) {
  973. safe_delete(itr->value);
  974. }
  975. spawn_proximities.clear();
  976. }
  977. protected:
  978. bool send_spawn_changes;
  979. bool invulnerable;
  980. bool attack_resume_needed;
  981. bool resume_movement;
  982. bool movement_interrupted;
  983. int32 running_timer_begin;
  984. int32 running_timer_end;
  985. vector<MovementData*> movement_loop;
  986. bool running_timer_updated;
  987. int16 movement_index;
  988. int32 last_grid_update;
  989. int32 movement_start_time;
  990. Mutex MMovementLoop;
  991. map<int32, int8> allowed_access;
  992. vector<int32> quest_ids;
  993. int32 database_id;
  994. int32 packet_num;
  995. int32 target;
  996. int8 spawn_type;
  997. int32 last_attacker;
  998. int32 merchant_id;
  999. int8 merchant_type;
  1000. int32 transporter_id;
  1001. map<int32, vector<int16>* > required_quests;
  1002. map<int32, LUAHistory> required_history;
  1003. EquipmentItemList equipment_list;
  1004. MutexList<SpawnProximity*> spawn_proximities;
  1005. void CheckProximities();
  1006. private:
  1007. deque<MovementLocation*>* movement_locations;
  1008. Mutex* MMovementLocations;
  1009. Mutex* MSpawnGroup;
  1010. int8 size_offset;
  1011. int tmp_visual_state;
  1012. int tmp_action_state;
  1013. int32 running_to;
  1014. string spawn_script;
  1015. static int32 next_id;
  1016. ZoneServer* zone;
  1017. int32 spawn_location_id;
  1018. int32 spawn_entry_id;
  1019. int32 spawn_location_spawns_id;
  1020. int32 respawn;
  1021. int32 expire_time;
  1022. int32 expire_offset;
  1023. float x_offset;
  1024. float y_offset;
  1025. float z_offset;
  1026. int32 deviation;
  1027. BasicInfoStruct basic_info;
  1028. //string data;
  1029. bool is_pet;
  1030. // m_followTarget = spawn to follow around
  1031. int32 m_followTarget;
  1032. int32 m_followDistance;
  1033. bool req_quests_private;
  1034. int16 req_quests_override;
  1035. bool req_quests_continued_access;
  1036. float last_heading_angle;
  1037. map<string, int8> m_tempVariableTypes;
  1038. map<string, int32> m_tempVariableSpawn;
  1039. map<string, ZoneServer*> m_tempVariableZone;
  1040. map<string, Item*> m_tempVariableItem;
  1041. map<string, Quest*> m_tempVariableQuest;
  1042. // m_tempVariables = stores user defined variables from lua, will not persist through a zone
  1043. map<string, string> m_tempVariables;
  1044. int16 m_illusionModel;
  1045. int32 m_spawnAnim;
  1046. int32 m_addedToWorldTimestamp;
  1047. int16 m_spawnAnimLeeway;
  1048. Mutex m_Update;
  1049. };
  1050. #endif