Spawn.h 39 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. // WE ARE UNSURE OF THESE OLD CLIENT VALUES USED AS TEMP PLACEHOLDERS FOR NEWER CLIENTS
  103. #define ACTIVITY_STATUS_AFK 32768 // whats the real one?
  104. #define ACTIVITY_STATUS_MERCENARY_1188 1<<2
  105. #define ACTIVITY_STATUS_STATICOBJECT_1188 1<<3
  106. #define ACTIVITY_STATUS_MERCHANT_1188 1<<4
  107. #define ACTIVITY_STATUS_HIDEICON_1188 1<<9
  108. #define ACTIVITY_STATUS_INTERACTABLE_1188 1<<10
  109. #define ACTIVITY_STATUS_NOTARGET_1188 1<<11
  110. #define ACTIVITY_STATUS_ISTRANSPORT_1188 1<<12
  111. #define ACTIVITY_STATUS_SHOWHOUSEICON_1188 1<<13
  112. #define ACTIVITY_STATUS_LOOTABLE_1188 1<<14
  113. #define ACTIVITY_STATUS_INCOMBAT_1188 1<<15
  114. #define ACTIVITY_STATUS_AFK_1188 1<<16
  115. #define ACTIVITY_STATUS_ROLEPLAYING_1188 1<<17
  116. #define ACTIVITY_STATUS_ANONYMOUS_1188 1<<18
  117. #define ACTIVITY_STATUS_LINKDEAD_1188 1<<19
  118. #define ACTIVITY_STATUS_CAMPING_1188 1<<20
  119. #define ACTIVITY_STATUS_LFG_1188 1<<21
  120. #define ACTIVITY_STATUS_LFW_1188 1<<22
  121. #define ACTIVITY_STATUS_SOLID_1188 1<<23 //used by zone objects to remain solid
  122. #define ACTIVITY_STATUS_MENTORING_1188 1<<28
  123. #define ACTIVITY_STATUS_IMMUNITY_GAINED_1188 1<<30
  124. #define ACTIVITY_STATUS_IMMUNITY_REMAINING_1188 1<<31
  125. #define POS_STATE_KNEELING 64
  126. #define POS_STATE_SOLID 128 //used by most mobs to remaind solid (cant walk through them)
  127. #define POS_STATE_NOTARGET_CURSOR 256 //cant target and no cursor is displayed
  128. #define POS_STATE_CROUCHING 512
  129. #define MERCHANT_TYPE_NO_BUY 1
  130. #define MERCHANT_TYPE_NO_BUY_BACK 2
  131. #define MERCHANT_TYPE_SPELLS 4
  132. #define MERCHANT_TYPE_CRAFTING 8
  133. #define MERCHANT_TYPE_REPAIR 16
  134. #define MERCHANT_TYPE_LOTTO 32
  135. #define INFO_VIS_FLAG_INVIS 1
  136. #define INFO_VIS_FLAG_HIDE_HOOD 2
  137. #define INFO_VIS_FLAG_MOUNTED 4
  138. #define INFO_VIS_FLAG_CROUCH 8
  139. #define ENCOUNTER_STATE_NONE 0
  140. #define ENCOUNTER_STATE_AVAILABLE 1
  141. #define ENCOUNTER_STATE_BROKEN 2
  142. #define ENCOUNTER_STATE_LOCKED 3
  143. #define ENCOUNTER_STATE_OVERMATCHED 4
  144. #define ENCOUNTER_STATE_NO_REWARD 5
  145. using namespace std;
  146. class Spell;
  147. class ZoneServer;
  148. class Quest;
  149. struct LUAHistory;
  150. struct Cell;
  151. struct CellInfo {
  152. Cell* CurrentCell;
  153. int CellListIndex;
  154. };
  155. struct MovementData{
  156. float x;
  157. float y;
  158. float z;
  159. float speed;
  160. int32 delay;
  161. string lua_function;
  162. };
  163. struct BasicInfoStruct{
  164. sint32 cur_hp;
  165. sint32 max_hp;
  166. sint32 hp_base;
  167. sint32 cur_power;
  168. sint32 max_power;
  169. sint32 power_base;
  170. sint32 cur_savagery;
  171. sint32 max_savagery;
  172. sint32 savagery_base;
  173. sint32 cur_dissonance;
  174. sint32 max_dissonance;
  175. sint32 dissonance_base;
  176. sint16 assigned_aa;
  177. sint16 unassigned_aa;
  178. sint16 tradeskill_aa;
  179. sint16 unassigned_tradeskill_aa;
  180. sint16 prestige_aa;
  181. sint16 unassigned_prestige_aa;
  182. sint16 tradeskill_prestige_aa;
  183. sint16 unassigned_tradeskill_prestige_aa;
  184. };
  185. struct MovementLocation{
  186. float x;
  187. float y;
  188. float z;
  189. float speed;
  190. //int32 start_time;
  191. //int32 end_time;
  192. bool attackable;
  193. string lua_function;
  194. bool mapped;
  195. int32 gridid;
  196. };
  197. struct SpawnUpdate {
  198. int32 spawn_id;
  199. bool info_changed;
  200. bool vis_changed;
  201. bool pos_changed;
  202. shared_ptr<Client> client;
  203. };
  204. struct SpawnData {
  205. Spawn* spawn;
  206. uchar* data;
  207. int32 size;
  208. };
  209. class Spawn {
  210. public:
  211. Spawn();
  212. virtual ~Spawn();
  213. template <class Field, class Value> void Set(Field* field, Value value, bool setUpdateFlags = true){
  214. if (setUpdateFlags) {
  215. changed = true;
  216. AddChangedZoneSpawn();
  217. }
  218. *field = value;
  219. }
  220. template <class Field> void Set(Field* field, const char* value, bool setUpdateFlags = true){
  221. if (setUpdateFlags) {
  222. changed = true;
  223. AddChangedZoneSpawn();
  224. }
  225. strcpy(field, value);
  226. }
  227. template <class Field, class Value> void SetPos(Field* field, Value value, bool setUpdateFlags = true){
  228. if(setUpdateFlags){
  229. position_changed = true;
  230. }
  231. Set(field, value, setUpdateFlags);
  232. }
  233. template <class Field, class Value> void SetInfo(Field* field, Value value, bool setUpdateFlags = true){
  234. if(setUpdateFlags){
  235. info_changed = true;
  236. }
  237. Set(field, value);
  238. }
  239. template <class Field, class Value> void SetVis(Field* field, Value value, bool setUpdateFlags = true){
  240. if(setUpdateFlags)
  241. vis_changed = true;
  242. Set(field, value);
  243. }
  244. template <class Field> void SetPos(Field* field, char* value, bool setUpdateFlags = true){
  245. if(setUpdateFlags){
  246. position_changed = true;
  247. }
  248. Set(field, value, setUpdateFlags);
  249. }
  250. template <class Field> void SetInfo(Field* field, char* value, bool setUpdateFlags = true){
  251. if(setUpdateFlags){
  252. info_changed = true;
  253. }
  254. Set(field, value);
  255. }
  256. EntityCommand* CreateEntityCommand(EntityCommand* old_command){
  257. EntityCommand* entity_command = new EntityCommand;
  258. entity_command->name = old_command->name;
  259. entity_command->distance = old_command->distance;
  260. entity_command->command = old_command->command;
  261. entity_command->error_text = old_command->error_text;
  262. entity_command->cast_time = old_command->cast_time;
  263. entity_command->spell_visual = old_command->spell_visual;
  264. entity_command->default_allow_list = old_command->default_allow_list;
  265. return entity_command;
  266. }
  267. 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){
  268. EntityCommand* entity_command = new EntityCommand;
  269. entity_command->name = name;
  270. entity_command->distance = distance;
  271. entity_command->command = command;
  272. entity_command->error_text = error_text;
  273. entity_command->cast_time = cast_time;
  274. entity_command->spell_visual = spell_visual;
  275. entity_command->default_allow_list = default_allow_list;
  276. return entity_command;
  277. }
  278. virtual Client* GetClient() { return 0; }
  279. void AddChangedZoneSpawn();
  280. 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);
  281. void RemovePrimaryEntityCommand(const char* command);
  282. bool SetPermissionToEntityCommand(EntityCommand* command, Player* player, bool permissionValue);
  283. void RemoveSpawnFromPlayer(Player* player);
  284. void AddSecondaryEntityCommand(const char* name, float distance, const char* command, const char* error_text, int16 cast_time, int32 spell_visual){
  285. secondary_command_list.push_back(CreateEntityCommand(name, distance, command, error_text, cast_time, spell_visual));
  286. }
  287. int8 GetLockedNoLoot(){
  288. return appearance.locked_no_loot;
  289. }
  290. int16 GetEmoteState(){
  291. return appearance.emote_state;
  292. }
  293. int8 GetHideHood(){
  294. return appearance.hide_hood;
  295. }
  296. void SetLockedNoLoot(int8 new_val, bool updateFlags = true){
  297. SetVis(&appearance.locked_no_loot, new_val, updateFlags);
  298. }
  299. void SetHandFlag(int8 new_val, bool updateFlags = true){
  300. SetVis(&appearance.display_hand_icon, new_val, updateFlags);
  301. }
  302. void SetHideHood(int8 new_val, bool updateFlags = true){
  303. SetInfo(&appearance.hide_hood, new_val, updateFlags);
  304. }
  305. void SetEmoteState(int8 new_val, bool updateFlags = true){
  306. SetInfo(&appearance.emote_state, new_val, updateFlags);
  307. }
  308. void SetName(const char* new_name, bool updateFlags = true){
  309. SetInfo(appearance.name, new_name, updateFlags);
  310. }
  311. void SetPrefixTitle(const char* new_prefix_title, bool updateFlags = true) {
  312. SetInfo(appearance.prefix_title, new_prefix_title, updateFlags);
  313. }
  314. void SetSuffixTitle(const char* new_suffix_title, bool updateFlags = true) {
  315. SetInfo(appearance.suffix_title, new_suffix_title, updateFlags);
  316. }
  317. void SetSubTitle(const char* new_sub_title, bool updateFlags = true) {
  318. SetInfo(appearance.sub_title, new_sub_title, updateFlags);
  319. }
  320. void SetLastName(const char* new_last_name, bool updateFlags = true) {
  321. SetInfo(appearance.last_name, new_last_name, updateFlags);
  322. }
  323. void SetAdventureClass(int8 new_class, bool updateFlags = true) {
  324. SetInfo(&appearance.adventure_class, new_class, updateFlags);
  325. }
  326. void SetTradeskillClass(int8 new_class, bool updateFlags = true) {
  327. SetInfo(&appearance.tradeskill_class, new_class, updateFlags);
  328. }
  329. void SetSize(int16 new_size, bool updateFlags = true) {
  330. SetPos(&size, new_size, updateFlags);
  331. }
  332. void SetSpeedX(float speed_x, bool updateFlags = true) {
  333. SetPos(&appearance.pos.SpeedX, speed_x, updateFlags);
  334. }
  335. void SetSpeedY(float speed_y, bool updateFlags = true) {
  336. SetPos(&appearance.pos.SpeedY, speed_y, updateFlags);
  337. }
  338. void SetSpeedZ(float speed_z, bool updateFlags = true) {
  339. SetPos(&appearance.pos.SpeedZ, speed_z, updateFlags);
  340. }
  341. void SetX(float x, bool updateFlags = true){
  342. SetPos(&appearance.pos.X, x, updateFlags);
  343. }
  344. void SetY(float y, bool updateFlags = true, bool disableYMapFix = false);
  345. void SetZ(float z, bool updateFlags = true){
  346. SetPos(&appearance.pos.Z, z, updateFlags);
  347. }
  348. void SetHeading(sint16 dir1, sint16 dir2, bool updateFlags = true){
  349. SetPos(&appearance.pos.Dir1, dir1, updateFlags);
  350. SetPos(&appearance.pos.Dir2, dir2, updateFlags);
  351. }
  352. void SetHeading(float heading, bool updateFlags = true){
  353. last_heading_angle = heading;
  354. if (heading != 180)
  355. heading = (heading - 180) * 64;
  356. SetHeading((sint16)heading, (sint16)heading, updateFlags);
  357. }
  358. void SetPitch(sint16 pitch1, sint16 pitch2, bool updateFlags = true){
  359. SetPos(&appearance.pos.Pitch1, (sint16)pitch1, updateFlags);
  360. SetPos(&appearance.pos.Pitch2, (sint16)pitch2, updateFlags);
  361. }
  362. void SetPitch(float pitch, bool updateFlags = true){
  363. if (pitch == 0){
  364. SetPos(&appearance.pos.Pitch1, (sint16)0, updateFlags);
  365. SetPos(&appearance.pos.Pitch2, (sint16)0, updateFlags);
  366. return;
  367. }
  368. if (pitch != 180)
  369. pitch = (pitch - 180) * 64;
  370. SetPos(&appearance.pos.Pitch1, (sint16)pitch, updateFlags);
  371. SetPos(&appearance.pos.Pitch2, (sint16)pitch, updateFlags);
  372. }
  373. void SetRoll(float roll, bool updateFlags = true){
  374. if (roll == 0){
  375. SetPos(&appearance.pos.Roll, (sint16)0, updateFlags);
  376. return;
  377. }
  378. else if (roll != 180)
  379. roll = (roll - 180) * 64;
  380. SetPos(&appearance.pos.Roll, (sint16)roll, updateFlags);
  381. }
  382. void SetVisualState(int16 state, bool updateFlags = true){
  383. SetInfo(&appearance.visual_state, state, updateFlags);
  384. }
  385. void SetActionState(int16 state, bool updateFlags = true){
  386. SetInfo(&appearance.action_state, state, updateFlags);
  387. }
  388. void SetMoodState(int16 state, bool updateFlags = true){
  389. SetInfo(&appearance.mood_state, state, updateFlags);
  390. }
  391. void SetInitialState(int16 state, bool updateFlags = true){
  392. SetPos(&appearance.pos.state, state, updateFlags);
  393. }
  394. void SetActivityStatus(int16 state, bool updateFlags = true){
  395. SetInfo(&appearance.activity_status, state, updateFlags);
  396. }
  397. void SetCollisionRadius(int32 radius, bool updateFlags = true){
  398. SetPos(&appearance.pos.collision_radius, radius, updateFlags);
  399. }
  400. int16 GetCollisionRadius(){
  401. return appearance.pos.collision_radius;
  402. }
  403. int16 GetVisualState(){
  404. return appearance.visual_state;
  405. }
  406. int16 GetActionState(){
  407. return appearance.action_state;
  408. }
  409. int16 GetMoodState(){
  410. return appearance.mood_state;
  411. }
  412. int16 GetInitialState(){
  413. return appearance.pos.state;
  414. }
  415. int16 GetActivityStatus(){
  416. return appearance.activity_status;
  417. }
  418. int32 GetPrimaryCommandListID(){
  419. return primary_command_list_id;
  420. }
  421. int32 GetSecondaryCommandListID(){
  422. return secondary_command_list_id;
  423. }
  424. void SetID(int32 in_id){
  425. Set(&id, in_id);
  426. }
  427. void SetEncounterLevel(int8 enc_level, bool setUpdateFlags = true){
  428. SetInfo(&appearance.encounter_level, enc_level, setUpdateFlags);
  429. }
  430. virtual void SetLevel(int16 level, bool setUpdateFlags = true){
  431. SetInfo(&appearance.level, level, setUpdateFlags);
  432. }
  433. void SetTSLevel(int16 tradeskill_level, bool setUpdateFlags = true){
  434. SetInfo(&appearance.tradeskill_level, tradeskill_level, setUpdateFlags);
  435. }
  436. void SetGender(int8 gender, bool setUpdateFlags = true){
  437. SetInfo(&appearance.gender, gender, setUpdateFlags);
  438. }
  439. void SetShowName(int8 new_val, bool setUpdateFlags = true){
  440. SetVis(&appearance.display_name, new_val, setUpdateFlags);
  441. }
  442. void SetShowLevel(int8 new_val, bool setUpdateFlags = true){
  443. SetVis(&appearance.show_level, new_val, setUpdateFlags);
  444. }
  445. void SetHeroic(int8 new_val, bool setUpdateFlags = true){
  446. SetInfo(&appearance.heroic_flag, new_val, setUpdateFlags);
  447. }
  448. void SetTargetable(int8 new_val, bool setUpdateFlags = true){
  449. SetVis(&appearance.targetable, new_val, setUpdateFlags);
  450. }
  451. void SetShowCommandIcon(int8 new_val, bool setUpdateFlags = true){
  452. SetVis(&appearance.show_command_icon, new_val, setUpdateFlags);
  453. }
  454. void SetShowHandIcon(int8 new_val, bool setUpdateFlags = true){
  455. SetVis(&appearance.display_hand_icon, new_val, setUpdateFlags);
  456. }
  457. void SetAttackable(int8 new_val, bool setUpdateFlags = true){
  458. SetInfo(&appearance.attackable, new_val, setUpdateFlags);
  459. }
  460. void SetLocation(int32 id, bool setUpdateFlags = true){
  461. SetPos(&appearance.pos.grid_id, id, setUpdateFlags);
  462. }
  463. void SetRace(int8 race, bool setUpdateFlags = true){
  464. SetInfo(&appearance.race, race, setUpdateFlags);
  465. }
  466. void SetIcon(int8 icon, bool setUpdateFlags = true){
  467. SetInfo(&appearance.icon, icon, setUpdateFlags);
  468. }
  469. void AddIconValue(int8 val){
  470. if(!(appearance.icon & val))
  471. SetIcon(appearance.icon+val);
  472. }
  473. void RemoveIconValue(int8 val){
  474. if((appearance.icon & val))
  475. SetIcon(appearance.icon-val);
  476. }
  477. int8 GetIconValue(){
  478. return appearance.icon;
  479. }
  480. virtual void SetSpeed(float speed){
  481. SetPos(&appearance.pos.Speed1, (int8)speed);
  482. }
  483. virtual float GetSpeed(){
  484. return (float)appearance.pos.Speed1;
  485. }
  486. virtual float GetBaseSpeed(){
  487. return (float)appearance.pos.Speed1;
  488. }
  489. void SetSpawnType(int8 new_type){
  490. SetInfo(&spawn_type, new_type);
  491. }
  492. int8 GetSpawnType(){
  493. return spawn_type;
  494. }
  495. void SetDatabaseID(int32 new_id){
  496. database_id = new_id;
  497. }
  498. int32 GetDatabaseID(){
  499. return database_id;
  500. }
  501. int8 GetShowHandIcon(){
  502. return appearance.display_hand_icon;
  503. }
  504. int32 GetLocation(){
  505. return appearance.pos.grid_id;
  506. }
  507. int8 GetAttackable(){
  508. return appearance.attackable;
  509. }
  510. int8 GetShowName(){
  511. return appearance.display_name;
  512. }
  513. int8 GetShowLevel(){
  514. return appearance.show_level;
  515. }
  516. int8 GetHeroic(){
  517. return appearance.heroic_flag;
  518. }
  519. int8 GetTargetable(){
  520. return appearance.targetable;
  521. }
  522. int8 GetShowCommandIcon(){
  523. return appearance.show_command_icon;
  524. }
  525. char* GetName(){
  526. return appearance.name;
  527. }
  528. char* GetPrefixTitle(){
  529. return appearance.prefix_title;
  530. }
  531. char* GetSuffixTitle(){
  532. return appearance.suffix_title;
  533. }
  534. char* GetSubTitle() {
  535. return appearance.sub_title;
  536. }
  537. char* GetLastName() {
  538. return appearance.last_name;
  539. }
  540. int8 GetAdventureClass() {
  541. return appearance.adventure_class;
  542. }
  543. int8 GetTradeskillClass() {
  544. return appearance.tradeskill_class;
  545. }
  546. float GetDestinationX(){
  547. return appearance.pos.X2;
  548. }
  549. float GetX() {
  550. return appearance.pos.X;
  551. }
  552. float GetSpeedX() {
  553. return appearance.pos.SpeedX;
  554. }
  555. float GetSpeedY() {
  556. return appearance.pos.SpeedY;
  557. }
  558. float GetSpeedZ() {
  559. return appearance.pos.SpeedZ;
  560. }
  561. float GetDestinationY(){
  562. return appearance.pos.Y2;
  563. }
  564. float GetY(){
  565. return appearance.pos.Y;
  566. }
  567. float GetDestinationZ(){
  568. return appearance.pos.Z2;
  569. }
  570. float GetZ(){
  571. return appearance.pos.Z;
  572. }
  573. float GetHeading(){
  574. float heading = 0;
  575. if(appearance.pos.Dir1 != 0){
  576. heading = ((float)appearance.pos.Dir1)/((float)64);
  577. if(heading >= 180)
  578. heading -= 180;
  579. else
  580. heading += 180;
  581. }
  582. return heading;
  583. }
  584. float GetPitch(){
  585. float pitch = 0;
  586. if(appearance.pos.Pitch1 != 0){
  587. pitch = ((float)appearance.pos.Pitch1)/((float)64);
  588. if(pitch >= 180)
  589. pitch -= 180;
  590. else
  591. pitch += 180;
  592. }
  593. return pitch;
  594. }
  595. float GetRoll(){
  596. float roll = 0;
  597. if(appearance.pos.Roll != 0){
  598. roll = ((float)appearance.pos.Roll)/((float)64);
  599. if(roll >= 180)
  600. roll -= 180;
  601. else
  602. roll += 180;
  603. }
  604. return roll;
  605. }
  606. int32 GetID(){
  607. return id;
  608. }
  609. float GetDistance(float x1, float y1, float z1, float x2, float y2, float z2);
  610. float GetDistance(float x, float y, float z, float radius, bool ignore_y = false);
  611. float GetDistance(float x, float y, float z, bool ignore_y = false);
  612. float GetDistance(Spawn* spawn, bool ignore_y = false, bool includeRadius=true);
  613. float GetDistance(Spawn* spawn, float x1, float y1, float z1, bool includeRadius=true);
  614. float CalculateRadius(Spawn* target);
  615. int8 GetEncounterLevel(){
  616. return appearance.encounter_level;
  617. }
  618. sint32 GetTotalPower();
  619. sint32 GetPower();
  620. sint32 GetTotalHP();
  621. sint32 GetHP();
  622. sint32 GetTotalHPBase();
  623. sint32 GetTotalPowerBase();
  624. sint32 GetTotalSavagery();
  625. sint32 GetSavagery();
  626. sint32 GetTotalDissonance();
  627. sint32 GetDissonance();
  628. sint32 GetTotalSavageryBase();
  629. sint32 GetTotalDissonanceBase();
  630. sint16 GetAssignedAA();
  631. sint16 GetUnassignedAA();
  632. sint16 GetTradeskillAA();
  633. sint16 GetUnassignedTradeskillAA();
  634. sint16 GetPrestigeAA();
  635. sint16 GetUnassignedPretigeAA();
  636. sint16 GetTradeskillPrestigeAA();
  637. sint16 GetUnassignedTradeskillPrestigeAA();
  638. void SetTotalPower(sint32 new_val);
  639. void SetTotalHP(sint32 new_val);
  640. void SetTotalSavagery(sint32 new_val);
  641. void SetTotalDissonance(sint32 new_val);
  642. void SetTotalPowerBase(sint32 new_val);
  643. void SetTotalHPBase(sint32 new_val);
  644. void SetTotalSavageryBase(sint32 new_val);
  645. void SetTotalDissonanceBase(sint32 new_val);
  646. void SetPower(sint32 power, bool setUpdateFlags = true);
  647. void SetHP(sint32 new_val, bool setUpdateFlags = true);
  648. void SetSavagery(sint32 savagery, bool setUpdateFlags = true);
  649. void SetDissonance(sint32 dissonance, bool setUpdateFlags = true);
  650. void SetAssignedAA(sint16 new_val);
  651. void SetUnassignedAA(sint16 new_val);
  652. void SetTradeskillAA(sint16 new_val);
  653. void SetUnassignedTradeskillAA(sint16 new_val);
  654. void SetPrestigeAA(sint16 new_val);
  655. void SetUnassignedPrestigeAA(sint16 new_val);
  656. void SetTradeskillPrestigeAA(sint16 new_val);
  657. void SetUnassignedTradeskillPrestigeAA(sint16 new_val);
  658. void SetPrivateQuestSpawn(bool val) {req_quests_private = val;}
  659. void SetQuestsRequiredOverride(int16 val) {req_quests_override = val;}
  660. void SetQuestsRequiredContinuedAccess(bool val) {req_quests_continued_access = val;}
  661. bool GetPrivateQuestSpawn() {return req_quests_private;}
  662. int16 GetQuestsRequiredOverride() {return req_quests_override;}
  663. bool GetQuestsRequiredContinuedAccess() {return req_quests_continued_access;}
  664. bool Alive(){ return GetHP() > 0; }
  665. int16 GetLevel(){
  666. return appearance.level;
  667. }
  668. int16 GetTSLevel(){
  669. return appearance.tradeskill_level;
  670. }
  671. int8 GetGender(){
  672. return appearance.gender;
  673. }
  674. int8 GetRace(){
  675. return appearance.race;
  676. }
  677. int8 GetLuaRaceId() {
  678. return appearance.lua_race_id;
  679. }
  680. int32 GetSize(){
  681. return size;
  682. }
  683. int32 GetDeviation(){
  684. return deviation;
  685. }
  686. void SetDeviation(int32 in_dev){
  687. deviation = in_dev;
  688. }
  689. float GetSpawnOrigHeading(){
  690. return appearance.pos.SpawnOrigHeading;
  691. }
  692. void SetSpawnOrigHeading(float val){
  693. appearance.pos.SpawnOrigHeading = val;
  694. }
  695. float GetSpawnOrigX(){
  696. return appearance.pos.SpawnOrigX;
  697. }
  698. float GetSpawnOrigY(){
  699. return appearance.pos.SpawnOrigY;
  700. }
  701. float GetSpawnOrigZ(){
  702. return appearance.pos.SpawnOrigZ;
  703. }
  704. float GetSpawnOrigPitch(){
  705. return appearance.pos.SpawnOrigPitch;
  706. }
  707. float GetSpawnOrigRoll(){
  708. return appearance.pos.SpawnOrigRoll;
  709. }
  710. void SetSpawnOrigX(float val){
  711. appearance.pos.SpawnOrigX = val;
  712. }
  713. void SetSpawnOrigY(float val){
  714. appearance.pos.SpawnOrigY = val;
  715. }
  716. void SetSpawnOrigZ(float val){
  717. appearance.pos.SpawnOrigZ = val;
  718. }
  719. void SetSpawnOrigRoll(float val){
  720. appearance.pos.SpawnOrigRoll = val;
  721. }
  722. void SetSpawnOrigPitch(float val){
  723. appearance.pos.SpawnOrigPitch = val;
  724. }
  725. void SetSogaModelType(int16 new_val, bool setUpdateFlags = true){
  726. SetInfo(&appearance.soga_model_type, new_val, setUpdateFlags);
  727. }
  728. void SetModelType(int16 model_type, bool setUpdateFlags = true){
  729. SetInfo(&appearance.model_type, model_type, setUpdateFlags);
  730. SetInfo(&appearance.soga_model_type, model_type, setUpdateFlags);
  731. }
  732. int16 GetSogaModelType(){
  733. return appearance.soga_model_type;
  734. }
  735. int16 GetModelType(){
  736. return appearance.model_type;
  737. }
  738. bool IsFlying() { return (GetInitialState() == 49156); }
  739. void SetPrimaryCommand(const char* name, const char* command, float distance = 10);
  740. void SetPrimaryCommands(vector<EntityCommand*>* commands);
  741. void SetSecondaryCommands(vector<EntityCommand*>* commands);
  742. vector<EntityCommand*>* GetPrimaryCommands() {return &primary_command_list;}
  743. vector<EntityCommand*>* GetSecondaryCommands() {return &secondary_command_list;}
  744. EntityCommand* FindEntityCommand(string command, bool primaryOnly=false);
  745. virtual EQ2Packet* serialize(Player* player, int16 version);
  746. EQ2Packet* spawn_serialize(Player* player, int16 version, int16 offset = 0, int32 value = 0, int16 offset2 = 0, int16 offset3 = 0, int16 offset4 = 0, int32 value2 = 0);
  747. EQ2Packet* spawn_update_packet(Player* player, int16 version, bool override_changes = false, bool override_vis_changes = false);
  748. EQ2Packet* player_position_update_packet(Player* player, int16 version);
  749. uchar* spawn_info_changes(Player* spawn, int16 version);
  750. uchar* spawn_pos_changes(Player* spawn, int16 version);
  751. uchar* spawn_vis_changes(Player* spawn, int16 version);
  752. uchar* spawn_info_changes_ex(Player* spawn, int16 version);
  753. uchar* spawn_pos_changes_ex(Player* spawn, int16 version);
  754. uchar* spawn_vis_changes_ex(Player* spawn, int16 version);
  755. virtual bool EngagedInCombat(){ return false; }
  756. virtual bool IsObject(){ return false; }
  757. virtual bool IsGroundSpawn(){ return false; }
  758. virtual bool IsNPC(){ return false; }
  759. virtual bool IsEntity(){ return false; }
  760. virtual bool IsPlayer(){ return false; }
  761. virtual bool IsWidget(){ return false; }
  762. virtual bool IsSign(){ return false; }
  763. virtual bool IsBot() { return false; }
  764. bool HasInfoChanged(){ return info_changed; }
  765. bool HasPositionChanged(){ return position_changed; }
  766. bool HasTarget(){ return target ? true : false; }
  767. int32 GetRespawnTime();
  768. void SetRespawnTime(int32 time);
  769. int32 GetExpireTime() { return expire_time; }
  770. void SetExpireTime(int32 new_expire_time) { expire_time = new_expire_time; }
  771. int32 GetExpireOffsetTime();
  772. void SetExpireOffsetTime(int32 time);
  773. int32 GetSpawnLocationID();
  774. void SetSpawnLocationID(int32 id);
  775. int32 GetSpawnEntryID();
  776. void SetSpawnEntryID(int32 id);
  777. int32 GetSpawnLocationPlacementID();
  778. void SetSpawnLocationPlacementID(int32 id);
  779. float GetXOffset() { return x_offset; }
  780. void SetXOffset(float new_x_offset) { x_offset = new_x_offset; }
  781. float GetYOffset() { return y_offset; }
  782. void SetYOffset(float new_y_offset) { y_offset = new_y_offset; }
  783. float GetZOffset() { return z_offset; }
  784. void SetZOffset(float new_z_offset) { z_offset = new_z_offset; }
  785. bool HasTrapTriggered() {
  786. return trap_triggered;
  787. }
  788. void SetTrapTriggered(bool triggered) {
  789. trap_triggered = triggered;
  790. }
  791. void AddLootItem(int32 id, int16 charges = 1) {
  792. Item* master_item = master_item_list.GetItem(id);
  793. if (master_item) {
  794. Item* item = new Item(master_item);
  795. item->details.count = charges;
  796. loot_items.push_back(item);
  797. }
  798. }
  799. bool HasLoot() {
  800. if (loot_items.size() == 0 && loot_coins == 0)
  801. return false;
  802. return true;
  803. }
  804. bool HasLootItemID(int32 id);
  805. int32 GetLootItemID();
  806. Item* LootItem(int32 id);
  807. vector<Item*>* GetLootItems() {
  808. return &loot_items;
  809. }
  810. void LockLoot() {
  811. MLootItems.lock();
  812. }
  813. void UnlockLoot() {
  814. MLootItems.unlock();
  815. }
  816. void ClearLoot() {
  817. MLootItems.lock();
  818. vector<Item*>::iterator itr;
  819. for (itr = loot_items.begin(); itr != loot_items.end();) {
  820. Item* itm = *itr;
  821. itr++;
  822. safe_delete(itm);
  823. }
  824. loot_items.clear();
  825. MLootItems.unlock();
  826. }
  827. int32 GetLootCoins() {
  828. return loot_coins;
  829. }
  830. void SetLootCoins(int32 val) {
  831. loot_coins = val;
  832. }
  833. void AddLootCoins(int32 coins) {
  834. loot_coins += coins;
  835. }
  836. void ClearLootList() {
  837. vector<Item*>::iterator itr;
  838. for (itr = loot_items.begin(); itr != loot_items.end(); itr++)
  839. safe_delete(*itr);
  840. loot_items.clear();
  841. }
  842. Spawn* GetTarget();
  843. void SetTarget(Spawn* spawn);
  844. Spawn* GetLastAttacker();
  845. void SetLastAttacker(Spawn* spawn);
  846. bool TakeDamage(int32 damage);
  847. void TakeDamage(Spawn* attacker, int32 damage);
  848. ZoneServer* GetZone();
  849. virtual void SetZone(ZoneServer* in_zone);
  850. void SetFactionID(int32 val) { faction_id = val; }
  851. int32 GetFactionID(){
  852. return faction_id;
  853. }
  854. static int32 NextID() {
  855. static CriticalSection id_lock;
  856. id_lock.lock();
  857. int32 ret = ++next_id;
  858. if (next_id == 0xFFFFFFFE)
  859. next_id = 1;
  860. else if ((next_id - 255) % 256 == 0) { //we dont want it to end in 255, it will confuse/crash the client
  861. id_lock.unlock();
  862. return NextID();
  863. }
  864. id_lock.unlock();
  865. return ret;
  866. }
  867. void AddProvidedQuest(int32 val){
  868. quest_ids.push_back(val);
  869. }
  870. vector<int32>* GetProvidedQuests(){
  871. return &quest_ids;
  872. }
  873. bool HasProvidedQuests(){
  874. return (quest_ids.size() > 0);
  875. }
  876. void SetSpawnScript(string name);
  877. const char* GetSpawnScript();
  878. vector<Spawn*>* GetSpawnGroup();
  879. bool HasSpawnGroup();
  880. bool IsInSpawnGroup(Spawn* spawn);
  881. void SendSpawnChanges(bool val){ send_spawn_changes = val; }
  882. void SetSpawnGroupID(int32 id);
  883. int32 GetSpawnGroupID();
  884. void AddSpawnToGroup(Spawn* spawn);
  885. void SetSpawnGroupList(vector<Spawn*>* list, Mutex* mutex);
  886. void RemoveSpawnFromGroup(bool erase_all = false);
  887. void SetRunningTo(Spawn* spawn){ running_to = spawn->GetID(); }
  888. Spawn* GetRunningTo();
  889. void SetTempVisualState(int val, bool update = true) { SetInfo(&tmp_visual_state, val, update); }
  890. int GetTempVisualState(){ return tmp_visual_state; }
  891. void SetTempActionState(int val, bool update = true) { SetInfo(&tmp_action_state, val, update); }
  892. int GetTempActionState(){ return tmp_action_state; }
  893. void AddAllowAccessSpawn(Spawn* spawn){ allowed_access[spawn->GetID()] = 1; }
  894. void RemoveSpawnAccess(Spawn* spawn);
  895. bool IsPrivateSpawn(){ return allowed_access.size() > 0 ;}
  896. bool AllowedAccess(Spawn* spawn){ return allowed_access.count(spawn->GetID()) > 0; }
  897. void MakeSpawnPublic() { allowed_access.clear(); }
  898. void SetSizeOffset(int8 offset);
  899. int8 GetSizeOffset();
  900. void SetMerchantID(int32 val);
  901. int32 GetMerchantID();
  902. void SetMerchantType(int8 val);
  903. int8 GetMerchantType();
  904. void SetMerchantLevelRange(int32 minLvl = 0, int32 maxLvl = 0);
  905. bool IsClientInMerchantLevelRange(Client* ent, bool sendMessageIfDenied = true);
  906. int32 GetMerchantMinLevel();
  907. int32 GetMerchantMaxLevel();
  908. void SetQuestsRequired(Spawn* new_spawn);
  909. void SetQuestsRequired(int32 quest_id, int16 quest_step);
  910. bool HasQuestsRequired();
  911. void SetRequiredHistory(int32 event_id, int32 value1, int32 value2);
  912. void SetTransporterID(int32 id);
  913. int32 GetTransporterID();
  914. bool MeetsSpawnAccessRequirements(Player* player);
  915. void RemovePrimaryCommands();
  916. void InitializePosPacketData(Player* player, PacketStruct* packet, bool bSpawnUpdate = false);
  917. void InitializeInfoPacketData(Player* player, PacketStruct* packet);
  918. void InitializeVisPacketData(Player* player, PacketStruct* packet);
  919. void InitializeHeaderPacketData(Player* player, PacketStruct* packet, int16 index);
  920. void InitializeFooterPacketData(Player* player, PacketStruct* packet);
  921. void MoveToLocation(Spawn* spawn, float distance, bool immediate = true, bool isMappedLocation = false);
  922. void AddMovementLocation(float x, float y, float z, float speed, int16 delay, const char* lua_function);
  923. void ProcessMovement(bool isSpawnListLocked=false);
  924. void ResetMovement();
  925. bool IsRunning();
  926. void CalculateRunningLocation(bool stop = false);
  927. void RunToLocation(float x, float y, float z, float following_x = 0, float following_y = 0, float following_z = 0);
  928. MovementLocation* GetCurrentRunningLocation();
  929. MovementLocation* GetLastRunningLocation();
  930. bool CalculateChange();
  931. 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);
  932. bool RemoveRunningLocation();
  933. void ClearRunningLocations();
  934. void CopySpawnAppearance(Spawn* spawn);
  935. bool MovementInterrupted(){ return movement_interrupted; }
  936. void MovementInterrupted(bool val) { movement_interrupted = val; }
  937. bool NeedsToResumeMovement(){ return attack_resume_needed; }
  938. void NeedsToResumeMovement(bool val) { attack_resume_needed = val; }
  939. bool HasMovementLoop(){ return movement_loop.size() > 0; }
  940. Timer* GetRunningTimer();
  941. float GetFaceTarget(float x, float z);
  942. void FaceTarget(float x, float z);
  943. void FaceTarget(Spawn* target);
  944. void SetInvulnerable(bool val);
  945. bool GetInvulnerable();
  946. bool changed;
  947. bool position_changed;
  948. bool info_changed;
  949. bool vis_changed;
  950. int16 size;
  951. int32 faction_id;
  952. int8 oversized_packet; //0xff
  953. int32 id;
  954. int8 unknown1;
  955. int32 unknown2;
  956. int32 primary_command_list_id;
  957. int32 secondary_command_list_id;
  958. vector<EntityCommand*> primary_command_list;
  959. vector<EntityCommand*> secondary_command_list;
  960. int32 group_id;
  961. int8 group_len;
  962. vector<Spawn*>* spawn_group_list;
  963. AppearanceData appearance;
  964. int32 last_movement_update;
  965. int32 last_location_update;
  966. bool forceMapCheck;
  967. bool following;
  968. bool IsPet() { return is_pet; }
  969. void SetPet(bool val) { is_pet = val; }
  970. Mutex m_requiredQuests;
  971. Mutex m_requiredHistory;
  972. void SetFollowTarget(Spawn* spawn, int32 followDistance=0);
  973. Spawn* GetFollowTarget();
  974. /// <summary>Sets a user defined variable</summary>
  975. /// <param name='var'>Variable we are setting</param>
  976. /// <param name='val'>Value to set the variable to</param>
  977. void AddTempVariable(string var, string val);
  978. void AddTempVariable(string var, Spawn* val);
  979. void AddTempVariable(string var, ZoneServer* val);
  980. void AddTempVariable(string var, Quest* val);
  981. void AddTempVariable(string var, Item* val);
  982. /// <summary>Gets the value for the given variable</summary>
  983. /// <param name='var'>Variable to check</param>
  984. /// <returns>The value for the given variable, "" if variable was not set</returns>
  985. string GetTempVariable(string var);
  986. Spawn* GetTempVariableSpawn(string var);
  987. ZoneServer* GetTempVariableZone(string var);
  988. Item* GetTempVariableItem(string var);
  989. Quest* GetTempVariableQuest(string var);
  990. int8 GetTempVariableType(string var);
  991. void DeleteTempVariable(string var);
  992. void SetIllusionModel(int16 val, bool setUpdateFlags = true) {
  993. SetInfo(&m_illusionModel, val, setUpdateFlags);
  994. }
  995. int16 GetIllusionModel() { return m_illusionModel; }
  996. CellInfo Cell_Info;
  997. int32 GetSpawnAnim() { return m_spawnAnim; }
  998. void SetSpawnAnim(int32 value) { m_spawnAnim = value; }
  999. int32 GetAddedToWorldTimestamp() { return m_addedToWorldTimestamp; }
  1000. void SetAddedToWorldTimestamp(int32 value) { m_addedToWorldTimestamp = value; }
  1001. int16 GetSpawnAnimLeeway() { return m_spawnAnimLeeway; }
  1002. void SetSpawnAnimLeeway(int16 value) { m_spawnAnimLeeway = value; }
  1003. float FindDestGroundZ(glm::vec3 dest, float z_offset);
  1004. float GetFixedZ(const glm::vec3& destination, int32 z_find_offset = 1);
  1005. void FixZ(bool forceUpdate=false);
  1006. bool CheckLoS(Spawn* target);
  1007. bool CheckLoS(glm::vec3 myloc, glm::vec3 oloc);
  1008. void CalculateNewFearpoint();
  1009. void StopMoving() {
  1010. if (movement_locations)
  1011. movement_locations->clear();
  1012. }
  1013. int16 pos_packet_size;
  1014. int16 info_packet_size;
  1015. int16 vis_packet_size;
  1016. enum SpawnProximityType {
  1017. SPAWNPROXIMITY_DATABASE_ID = 0,
  1018. SPAWNPROXIMITY_LOCATION_ID = 1
  1019. };
  1020. struct SpawnProximity {
  1021. float x;
  1022. float y;
  1023. float z;
  1024. int32 spawn_value;
  1025. int8 spawn_type;
  1026. float distance;
  1027. string in_range_lua_function;
  1028. string leaving_range_lua_function;
  1029. map<int32, bool> spawns_in_proximity;
  1030. };
  1031. void AddSpawnToProximity(int32 spawnValue, SpawnProximityType type);
  1032. void RemoveSpawnFromProximity(int32 spawnValue, SpawnProximityType type);
  1033. SpawnProximity* AddLUASpawnProximity(int32 spawnValue, SpawnProximityType type, float distance, string in_range_function, string leaving_range_function) {
  1034. SpawnProximity* prox = new SpawnProximity;
  1035. prox->spawn_value = spawnValue;
  1036. prox->spawn_type = type;
  1037. prox->distance = distance;
  1038. prox->in_range_lua_function = in_range_function;
  1039. prox->leaving_range_lua_function = leaving_range_function;
  1040. spawn_proximities.Add(prox);
  1041. has_spawn_proximities = true;
  1042. return prox;
  1043. }
  1044. void RemoveSpawnProximities() {
  1045. MutexList<SpawnProximity*>::iterator itr = spawn_proximities.begin();
  1046. while (itr.Next()) {
  1047. safe_delete(itr->value);
  1048. }
  1049. spawn_proximities.clear();
  1050. has_spawn_proximities = false;
  1051. }
  1052. Mutex MCommandMutex;
  1053. bool has_spawn_proximities;
  1054. void SetPickupItemID(int32 itemid)
  1055. {
  1056. pickup_item_id = itemid;
  1057. }
  1058. void SetPickupUniqueItemID(int32 uniqueid)
  1059. {
  1060. pickup_unique_item_id = uniqueid;
  1061. }
  1062. int32 GetPickupItemID() { return pickup_item_id; }
  1063. int32 GetPickupUniqueItemID() { return pickup_unique_item_id; }
  1064. bool IsSoundsDisabled() { return disable_sounds; }
  1065. void SetSoundsDisabled(bool val) { disable_sounds = val; }
  1066. protected:
  1067. bool has_quests_required;
  1068. bool send_spawn_changes;
  1069. bool invulnerable;
  1070. bool attack_resume_needed;
  1071. bool resume_movement;
  1072. bool movement_interrupted;
  1073. int32 running_timer_begin;
  1074. int32 running_timer_end;
  1075. vector<MovementData*> movement_loop;
  1076. bool running_timer_updated;
  1077. int16 movement_index;
  1078. int32 last_grid_update;
  1079. int32 movement_start_time;
  1080. Mutex MMovementLoop;
  1081. map<int32, int8> allowed_access;
  1082. vector<int32> quest_ids;
  1083. int32 database_id;
  1084. int32 packet_num;
  1085. int32 target;
  1086. int8 spawn_type;
  1087. int32 last_attacker;
  1088. int32 merchant_id;
  1089. int8 merchant_type;
  1090. int32 merchant_min_level;
  1091. int32 merchant_max_level;
  1092. int32 transporter_id;
  1093. int32 pickup_item_id;
  1094. int32 pickup_unique_item_id;
  1095. map<int32, vector<int16>* > required_quests;
  1096. map<int32, LUAHistory*> required_history;
  1097. EquipmentItemList equipment_list;
  1098. MutexList<SpawnProximity*> spawn_proximities;
  1099. void CheckProximities();
  1100. private:
  1101. vector<Item*> loot_items;
  1102. int32 loot_coins;
  1103. bool trap_triggered;
  1104. deque<MovementLocation*>* movement_locations;
  1105. Mutex MLootItems;
  1106. Mutex* MMovementLocations;
  1107. Mutex* MSpawnGroup;
  1108. int8 size_offset;
  1109. int tmp_visual_state;
  1110. int tmp_action_state;
  1111. int32 running_to;
  1112. string spawn_script;
  1113. static int32 next_id;
  1114. ZoneServer* zone;
  1115. int32 spawn_location_id;
  1116. int32 spawn_entry_id;
  1117. int32 spawn_location_spawns_id;
  1118. int32 respawn;
  1119. int32 expire_time;
  1120. int32 expire_offset;
  1121. float x_offset;
  1122. float y_offset;
  1123. float z_offset;
  1124. int32 deviation;
  1125. BasicInfoStruct basic_info;
  1126. //string data;
  1127. bool is_pet;
  1128. // m_followTarget = spawn to follow around
  1129. int32 m_followTarget;
  1130. int32 m_followDistance;
  1131. bool req_quests_private;
  1132. int16 req_quests_override;
  1133. bool req_quests_continued_access;
  1134. float last_heading_angle;
  1135. map<string, int8> m_tempVariableTypes;
  1136. map<string, int32> m_tempVariableSpawn;
  1137. map<string, ZoneServer*> m_tempVariableZone;
  1138. map<string, Item*> m_tempVariableItem;
  1139. map<string, Quest*> m_tempVariableQuest;
  1140. // m_tempVariables = stores user defined variables from lua, will not persist through a zone
  1141. map<string, string> m_tempVariables;
  1142. int16 m_illusionModel;
  1143. int32 m_spawnAnim;
  1144. int32 m_addedToWorldTimestamp;
  1145. int16 m_spawnAnimLeeway;
  1146. Mutex m_Update;
  1147. bool disable_sounds;
  1148. };
  1149. #endif