1580 lines
50 KiB
C++
1580 lines
50 KiB
C++
/*
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EQ2Emulator: Everquest II Server Emulator
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Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
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This file is part of EQ2Emulator.
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EQ2Emulator is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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EQ2Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef __EQ2_SPAWN__
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#define __EQ2_SPAWN__
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#include <atomic>
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#include "../common/types.h"
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#include "../common/EQPacket.h"
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#include "../common/EQ2_Common_Structs.h"
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#include "../common/MiscFunctions.h"
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#include "../common/opcodemgr.h"
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#include "../common/timer.h"
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#include "Commands/Commands.h"
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#include "Zone/position.h"
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#include "SpawnLists.h"
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#include <vector>
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#include "../common/ConfigReader.h"
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#include "Items/Items.h"
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#include "Zone/map.h"
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#include "Zone/region_map.h"
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#include "Zone/region_map_v1.h"
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#include "../common/Mutex.h"
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#include "MutexList.h"
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#include <deque>
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#include <memory> // needed for LS to compile properly on linux
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#include <mutex>
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#include <algorithm>
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#define DAMAGE_PACKET_TYPE_SIPHON_SPELL 0x41
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#define DAMAGE_PACKET_TYPE_SIPHON_SPELL2 0x49
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#define DAMAGE_PACKET_TYPE_MULTIPLE_DAMAGE 0x80
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#define DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE 0xC0
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#define DAMAGE_PACKET_TYPE_SPELL_DAMAGE 0xC1
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#define DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG 0xC4
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#define DAMAGE_PACKET_TYPE_SPELL_CRIT_DMG 0xC5
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#define DAMAGE_PACKET_TYPE_SPELL_DAMAGE2 0xC8
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#define DAMAGE_PACKET_TYPE_SPELL_DAMAGE3 0xC9
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#define DAMAGE_PACKET_TYPE_RANGE_DAMAGE 0xE2
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#define DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG 0xE3
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#define DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG2 0xEA
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#define DAMAGE_PACKET_RESULT_NO_DAMAGE 0
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#define DAMAGE_PACKET_RESULT_SUCCESSFUL 1
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#define DAMAGE_PACKET_RESULT_MISS 4
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#define DAMAGE_PACKET_RESULT_DODGE 8
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#define DAMAGE_PACKET_RESULT_PARRY 12
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#define DAMAGE_PACKET_RESULT_RIPOSTE 16
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#define DAMAGE_PACKET_RESULT_BLOCK 20
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#define DAMAGE_PACKET_RESULT_DEATH_BLOW 24
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#define DAMAGE_PACKET_RESULT_INVULNERABLE 28
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#define DAMAGE_PACKET_RESULT_RESIST 36
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#define DAMAGE_PACKET_RESULT_REFLECT 40
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#define DAMAGE_PACKET_RESULT_IMMUNE 44
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#define DAMAGE_PACKET_RESULT_DEFLECT 48
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#define DAMAGE_PACKET_RESULT_COUNTER 52
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#define DAMAGE_PACKET_RESULT_FOCUS 56 // focus damage
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#define DAMAGE_PACKET_RESULT_COUNTER_STRIKE 60
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#define DAMAGE_PACKET_RESULT_BASH 64
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#define DAMAGE_PACKET_DAMAGE_TYPE_SLASH 0
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#define DAMAGE_PACKET_DAMAGE_TYPE_CRUSH 1
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#define DAMAGE_PACKET_DAMAGE_TYPE_PIERCE 2
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#define DAMAGE_PACKET_DAMAGE_TYPE_HEAT 3
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#define DAMAGE_PACKET_DAMAGE_TYPE_COLD 4
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#define DAMAGE_PACKET_DAMAGE_TYPE_MAGIC 5
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#define DAMAGE_PACKET_DAMAGE_TYPE_MENTAL 6
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#define DAMAGE_PACKET_DAMAGE_TYPE_DIVINE 7
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#define DAMAGE_PACKET_DAMAGE_TYPE_DISEASE 8
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#define DAMAGE_PACKET_DAMAGE_TYPE_POISON 9
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#define DAMAGE_PACKET_DAMAGE_TYPE_DROWN 10
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#define DAMAGE_PACKET_DAMAGE_TYPE_FALLING 11
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#define DAMAGE_PACKET_DAMAGE_TYPE_PAIN 12
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#define DAMAGE_PACKET_DAMAGE_TYPE_HIT 13
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#define DAMAGE_PACKET_DAMAGE_TYPE_FOCUS 14 // used as a placeholder to translate over to focus from LUA functions and weapons
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#define HEAL_PACKET_TYPE_SIMPLE_HEAL 0
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#define HEAL_PACKET_TYPE_CRIT_HEAL 1
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#define HEAL_PACKET_TYPE_ABSORB 2
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#define HEAL_PACKET_TYPE_REGEN_ABSORB 4
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#define HEAL_PACKET_TYPE_SIMPLE_MANA 8
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#define HEAL_PACKET_TYPE_CRIT_MANA 9
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#define HEAL_PACKET_TYPE_SAVAGERY 16
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#define HEAL_PACKET_TYPE_CRIT_SAVAGERY 17
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#define HEAL_PACKET_TYPE_REPAIR 64
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#define HEAL_PACKET_TYPE_CRIT_REPAIR 65
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#define ARROW_COLOR_GRAY 0 // 3
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#define ARROW_COLOR_GREEN 1 // 1
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#define ARROW_COLOR_BLUE 2
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#define ARROW_COLOR_WHITE 3 // 3
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#define ARROW_COLOR_YELLOW 4 // 4
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#define ARROW_COLOR_ORANGE 5 // 5
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#define ARROW_COLOR_RED 6
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#define ACTIVITY_STATUS_ROLEPLAYING 1
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#define ACTIVITY_STATUS_ANONYMOUS 2
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#define ACTIVITY_STATUS_LINKDEAD 4
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#define ACTIVITY_STATUS_CAMPING 8
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#define ACTIVITY_STATUS_LFG 16
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#define ACTIVITY_STATUS_LFW 32
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#define ACTIVITY_STATUS_SOLID 64 //used by zone objects to remain solid
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#define ACTIVITY_STATUS_IMMUNITY_GAINED 8192
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#define ACTIVITY_STATUS_IMMUNITY_REMAINING 16384
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// WE ARE UNSURE OF THESE OLD CLIENT VALUES USED AS TEMP PLACEHOLDERS FOR NEWER CLIENTS
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#define ACTIVITY_STATUS_AFK 32768 // whats the real one?
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#define ACTIVITY_STATUS_CORPSE_561 1
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#define ACTIVITY_STATUS_NPC_561 1<<1
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#define ACTIVITY_STATUS_STATICOBJECT_561 1<<2
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#define ACTIVITY_STATUS_MERCHANT_561 1<<4
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#define ACTIVITY_STATUS_HIDEICON_561 1<<8
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#define ACTIVITY_STATUS_INTERACTABLE_561 1<<9
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#define ACTIVITY_STATUS_NOTARGET_561 1<<10
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#define ACTIVITY_STATUS_ISTRANSPORT_561 1<<11
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#define ACTIVITY_STATUS_SHOWHOUSEICON_561 1<<12
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#define ACTIVITY_STATUS_LOOTABLE_561 1<<13
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#define ACTIVITY_STATUS_INCOMBAT_561 1<<14
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#define ACTIVITY_STATUS_AFK_561 1<<15
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#define ACTIVITY_STATUS_ROLEPLAYING_561 1<<16
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#define ACTIVITY_STATUS_ANONYMOUS_561 1<<17
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#define ACTIVITY_STATUS_LINKDEAD_561 1<<18
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#define ACTIVITY_STATUS_CAMPING_561 1<<19
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#define ACTIVITY_STATUS_LFG_561 1<<20
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#define ACTIVITY_STATUS_LFW_561 1<<21
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#define ACTIVITY_STATUS_SOLID_561 1<<22 //used by zone objects to remain solid
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#define ACTIVITY_STATUS_MENTORING_561 1<<28
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#define ACTIVITY_STATUS_IMMUNITY_GAINED_561 1<<30
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#define ACTIVITY_STATUS_IMMUNITY_REMAINING_561 1<<31
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#define ACTIVITY_STATUS_MERCENARY_1188 1<<2
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#define ACTIVITY_STATUS_STATICOBJECT_1188 1<<3
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#define ACTIVITY_STATUS_MERCHANT_1188 1<<4
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#define ACTIVITY_STATUS_HIDEICON_1188 1<<9
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#define ACTIVITY_STATUS_INTERACTABLE_1188 1<<10
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#define ACTIVITY_STATUS_NOTARGET_1188 1<<11
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#define ACTIVITY_STATUS_ISTRANSPORT_1188 1<<12
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#define ACTIVITY_STATUS_SHOWHOUSEICON_1188 1<<13
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#define ACTIVITY_STATUS_LOOTABLE_1188 1<<14
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#define ACTIVITY_STATUS_INCOMBAT_1188 1<<15
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#define ACTIVITY_STATUS_AFK_1188 1<<16
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#define ACTIVITY_STATUS_ROLEPLAYING_1188 1<<17
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#define ACTIVITY_STATUS_ANONYMOUS_1188 1<<18
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#define ACTIVITY_STATUS_LINKDEAD_1188 1<<19
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#define ACTIVITY_STATUS_CAMPING_1188 1<<20
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#define ACTIVITY_STATUS_LFG_1188 1<<21
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#define ACTIVITY_STATUS_LFW_1188 1<<22
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#define ACTIVITY_STATUS_SOLID_1188 1<<23 //used by zone objects to remain solid
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#define ACTIVITY_STATUS_MENTORING_1188 1<<28
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#define ACTIVITY_STATUS_IMMUNITY_GAINED_1188 1<<30
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#define ACTIVITY_STATUS_IMMUNITY_REMAINING_1188 1<<31
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#define POS_STATE_KNEELING 64
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#define POS_STATE_SOLID 128 //used by most mobs to remaind solid (cant walk through them)
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#define POS_STATE_NOTARGET_CURSOR 256 //cant target and no cursor is displayed
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#define POS_STATE_CROUCHING 512
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#define MERCHANT_TYPE_NO_BUY 1
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#define MERCHANT_TYPE_NO_BUY_BACK 2
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#define MERCHANT_TYPE_SPELLS 4
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#define MERCHANT_TYPE_CRAFTING 8
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#define MERCHANT_TYPE_REPAIR 16
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#define MERCHANT_TYPE_LOTTO 32
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#define MERCHANT_TYPE_CITYMERCHANT 64
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#define INFO_VIS_FLAG_INVIS 1
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#define INFO_VIS_FLAG_HIDE_HOOD 2
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#define INFO_VIS_FLAG_MOUNTED 4
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#define INFO_VIS_FLAG_CROUCH 8
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#define ENCOUNTER_STATE_NONE 0
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#define ENCOUNTER_STATE_AVAILABLE 1
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#define ENCOUNTER_STATE_BROKEN 2
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#define ENCOUNTER_STATE_LOCKED 3
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#define ENCOUNTER_STATE_OVERMATCHED 4
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#define ENCOUNTER_STATE_NO_REWARD 5
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#define VISUAL_STATE_COLLECTION_TURN_IN 6674
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#define VISUAL_STATE_IDLE_AFRAID 17953
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#define INFO_CLASSIC_FLAG_INVIS 1
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#define INFO_CLASSIC_FLAG_SHOW_HOOD 2
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#define INFO_CLASSIC_FLAG_NOLOOK 4
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#define INFO_CLASSIC_FLAG_CROUCH 8
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#define INFO_CLASSIC_FLAG_AUTOMOUNT 32
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using namespace std;
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class Spell;
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class ZoneServer;
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class Quest;
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struct LUAHistory;
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struct Cell;
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struct CellInfo {
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Cell* CurrentCell;
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int CellListIndex;
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};
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struct MovementData{
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float x;
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float y;
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float z;
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float speed;
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int32 delay;
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string lua_function;
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float heading;
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bool use_movement_location_heading;
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};
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struct BasicInfoStruct{
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sint32 cur_hp;
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sint32 max_hp;
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sint32 hp_base;
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sint32 hp_base_instance;
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sint32 cur_power;
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sint32 max_power;
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sint32 power_base;
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sint32 power_base_instance;
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sint32 cur_savagery;
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sint32 max_savagery;
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sint32 savagery_base;
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sint32 cur_dissonance;
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sint32 max_dissonance;
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sint32 dissonance_base;
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sint16 assigned_aa;
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sint16 unassigned_aa;
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sint16 tradeskill_aa;
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sint16 unassigned_tradeskill_aa;
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sint16 prestige_aa;
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sint16 unassigned_prestige_aa;
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sint16 tradeskill_prestige_aa;
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sint16 unassigned_tradeskill_prestige_aa;
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int32 aaxp_rewards;
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};
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struct MovementLocation{
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float x;
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float y;
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float z;
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float speed;
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//int32 start_time;
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//int32 end_time;
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bool attackable;
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string lua_function;
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bool mapped;
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int32 gridid;
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int8 stage;
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bool reset_hp_on_runback;
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};
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struct SpawnUpdate {
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int32 spawn_id;
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bool info_changed;
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bool vis_changed;
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bool pos_changed;
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shared_ptr<Client> client;
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};
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struct SpawnData {
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Spawn* spawn;
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uchar* data;
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int32 size;
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};
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struct TimedGridData {
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int32 timestamp;
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int32 grid_id;
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float x;
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float y;
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float z;
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float offset_y;
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float zone_ground_y;
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bool npc_save;
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int32 widget_id;
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};
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enum GroupLootMethod {
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METHOD_LEADER=0,
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METHOD_FFA=1,
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METHOD_LOTTO=2,
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METHOD_NEED_BEFORE_GREED=3,
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METHOD_ROUND_ROBIN=4
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};
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enum AutoLootMode {
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METHOD_DISABLED=0,
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METHOD_ACCEPT=1,
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METHOD_DECLINE=2
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};
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enum LootTier {
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ITEMS_ALL=0,
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ITEMS_TREASURED_PLUS=1,
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ITEMS_LEGENDARY_PLUS=2,
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ITEMS_FABLED_PLUS=3
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};
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class Spawn {
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public:
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Spawn();
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virtual ~Spawn();
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template <class Field, class Value> void Set(Field* field, Value value, bool setUpdateFlags = true){
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if (setUpdateFlags) {
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changed = true;
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AddChangedZoneSpawn();
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}
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*field = value;
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}
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template <class Field> void Set(Field* field, const char* value, bool setUpdateFlags = true){
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if (setUpdateFlags) {
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changed = true;
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AddChangedZoneSpawn();
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}
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strcpy(field, value);
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}
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template <class Field, class Value> void SetPos(Field* field, Value value, bool setUpdateFlags = true){
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if(setUpdateFlags){
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position_changed = true;
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}
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Set(field, value, setUpdateFlags);
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}
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template <class Field, class Value> void SetInfo(Field* field, Value value, bool setUpdateFlags = true){
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if(setUpdateFlags){
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info_changed = true;
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}
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Set(field, value);
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}
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template <class Field, class Value> void SetVis(Field* field, Value value, bool setUpdateFlags = true){
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if(setUpdateFlags)
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vis_changed = true;
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Set(field, value);
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}
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template <class Field> void SetPos(Field* field, char* value, bool setUpdateFlags = true){
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if(setUpdateFlags){
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position_changed = true;
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}
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Set(field, value, setUpdateFlags);
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}
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template <class Field> void SetInfo(Field* field, char* value, bool setUpdateFlags = true){
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if(setUpdateFlags){
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info_changed = true;
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}
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Set(field, value);
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}
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EntityCommand* CreateEntityCommand(EntityCommand* old_command){
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EntityCommand* entity_command = new EntityCommand;
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entity_command->name = old_command->name;
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entity_command->distance = old_command->distance;
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entity_command->command = old_command->command;
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entity_command->error_text = old_command->error_text;
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entity_command->cast_time = old_command->cast_time;
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entity_command->spell_visual = old_command->spell_visual;
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entity_command->default_allow_list = old_command->default_allow_list;
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return entity_command;
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}
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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){
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EntityCommand* entity_command = new EntityCommand;
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entity_command->name = name;
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entity_command->distance = distance;
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entity_command->command = command;
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entity_command->error_text = error_text;
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entity_command->cast_time = cast_time;
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entity_command->spell_visual = spell_visual;
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entity_command->default_allow_list = default_allow_list;
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return entity_command;
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}
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virtual Client* GetClient() { return 0; }
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void AddChangedZoneSpawn();
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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);
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void RemovePrimaryEntityCommand(const char* command);
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bool SetPermissionToEntityCommand(EntityCommand* command, Player* player, bool permissionValue);
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bool SetPermissionToEntityCommandByCharID(EntityCommand* command, int32 charID, bool permissionValue);
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void RemoveSpawnFromPlayer(Player* player);
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void AddSecondaryEntityCommand(const char* name, float distance, const char* command, const char* error_text, int16 cast_time, int32 spell_visual){
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secondary_command_list.push_back(CreateEntityCommand(name, distance, command, error_text, cast_time, spell_visual));
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}
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int8 GetLockedNoLoot(){
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return appearance.locked_no_loot;
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}
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int16 GetEmoteState(){
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return appearance.emote_state;
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}
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int8 GetHideHood(){
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return appearance.hide_hood;
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}
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void SetLockedNoLoot(int8 new_val, bool updateFlags = true){
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SetVis(&appearance.locked_no_loot, new_val, updateFlags);
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}
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void SetHandFlag(int8 new_val, bool updateFlags = true){
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SetVis(&appearance.display_hand_icon, new_val, updateFlags);
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}
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void SetHideHood(int8 new_val, bool updateFlags = true){
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SetInfo(&appearance.hide_hood, new_val, updateFlags);
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}
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void SetEmoteState(int8 new_val, bool updateFlags = true){
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SetInfo(&appearance.emote_state, new_val, updateFlags);
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}
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void SetName(const char* new_name, bool updateFlags = true){
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SetInfo(appearance.name, new_name, updateFlags);
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}
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void SetPrefixTitle(const char* new_prefix_title, bool updateFlags = true) {
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SetInfo(appearance.prefix_title, new_prefix_title, updateFlags);
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}
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void SetSuffixTitle(const char* new_suffix_title, bool updateFlags = true) {
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SetInfo(appearance.suffix_title, new_suffix_title, updateFlags);
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}
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void SetSubTitle(const char* new_sub_title, bool updateFlags = true) {
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SetInfo(appearance.sub_title, new_sub_title, updateFlags);
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}
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void SetLastName(const char* new_last_name, bool updateFlags = true) {
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SetInfo(appearance.last_name, new_last_name, updateFlags);
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}
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void SetAdventureClass(int8 new_class, bool updateFlags = true) {
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SetInfo(&appearance.adventure_class, new_class, updateFlags);
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}
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void SetTradeskillClass(int8 new_class, bool updateFlags = true) {
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SetInfo(&appearance.tradeskill_class, new_class, updateFlags);
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}
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void SetSize(int16 new_size, bool updateFlags = true) {
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SetPos(&size, new_size, updateFlags);
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}
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void SetSpeedX(float speed_x, bool updateFlags = true) {
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SetPos(&appearance.pos.SpeedX, speed_x, updateFlags);
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}
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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 SetDifficulty(int8 difficulty, bool setUpdateFlags = true){
|
|
SetInfo(&appearance.difficulty, difficulty, setUpdateFlags);
|
|
}
|
|
virtual 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);
|
|
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 GetDifficulty(){
|
|
return appearance.difficulty;
|
|
}
|
|
sint32 GetTotalPower();
|
|
sint32 GetPower();
|
|
sint32 GetTotalHP();
|
|
sint32 GetHP();
|
|
sint32 GetTotalHPBase();
|
|
sint32 GetTotalHPBaseInstance();
|
|
sint32 GetTotalPowerBase();
|
|
sint32 GetTotalPowerBaseInstance();
|
|
float GetHPRatio() { return GetHP() == 0 || GetTotalHP() == 0 ? 0 : ((float) GetHP() / GetTotalHP() * 100); }
|
|
int GetIntHPRatio() { return GetTotalHP() == 0 ? 0 : static_cast<int>(GetHPRatio()); }
|
|
|
|
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();
|
|
int32 GetAAXPRewards();
|
|
|
|
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 SetTotalPowerBaseInstance(sint32 new_val);
|
|
void SetTotalHPBase(sint32 new_val);
|
|
void SetTotalHPBaseInstance(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 SetAAXPRewards(int32 amount);
|
|
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 is_alive; }
|
|
void SetAlive(bool val) { is_alive = val; }
|
|
|
|
int16 GetLevel(){
|
|
return appearance.level;
|
|
}
|
|
int16 GetTSLevel(){
|
|
return appearance.tradeskill_level;
|
|
}
|
|
int8 GetGender(){
|
|
return appearance.gender;
|
|
}
|
|
int8 GetRace(){
|
|
return appearance.race;
|
|
}
|
|
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);
|
|
SetFlyingCreature();
|
|
SetWaterCreature();
|
|
}
|
|
int16 GetSogaModelType(){
|
|
return appearance.soga_model_type;
|
|
}
|
|
int16 GetModelType(){
|
|
return appearance.model_type;
|
|
}
|
|
|
|
bool IsFlyingCreature();
|
|
bool IsWaterCreature();
|
|
bool InWater();
|
|
bool InLava();
|
|
|
|
void SetFlyingCreature();
|
|
void SetWaterCreature();
|
|
|
|
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, int16 offset = 0, int32 value = 0, int16 offset2 = 0, int16 offset3 = 0, int16 offset4 = 0, int32 value2 = 0);
|
|
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, bool override_ = false);
|
|
uchar* spawn_info_changes(Player* spawn, int16 version, int16* info_packet_size);
|
|
uchar* spawn_pos_changes(Player* spawn, int16 version, int16* pos_packet_size, bool override_ = false);
|
|
uchar* spawn_vis_changes(Player* spawn, int16 version, int16* vis_packet_size);
|
|
|
|
uchar* spawn_info_changes_ex(Player* spawn, int16 version, int16* info_packet_size);
|
|
uchar* spawn_pos_changes_ex(Player* spawn, int16 version, int16* pos_packet_size);
|
|
uchar* spawn_vis_changes_ex(Player* spawn, int16 version, int16* vis_packet_size);
|
|
|
|
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);
|
|
sint32 GetRespawnOffsetLow();
|
|
void SetRespawnOffsetLow(sint32 time);
|
|
sint32 GetRespawnOffsetHigh();
|
|
void SetRespawnOffsetHigh(sint32 time);
|
|
bool DuplicatedSpawn() { return duplicated_spawn; }
|
|
void SetDuplicateSpawn(bool val) { duplicated_spawn = val; }
|
|
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; }
|
|
|
|
bool HasTrapTriggered() {
|
|
return trap_triggered;
|
|
}
|
|
int32 GetTrapState() {
|
|
return trap_state;
|
|
}
|
|
void SetChestDropTime() {
|
|
chest_drop_time = Timer::GetCurrentTime2();
|
|
trap_opened_time = 0;
|
|
}
|
|
void SetTrapTriggered(bool triggered, int32 state) {
|
|
if(!trap_triggered && triggered)
|
|
trap_opened_time = Timer::GetCurrentTime2();
|
|
|
|
trap_triggered = triggered;
|
|
trap_state = state;
|
|
}
|
|
int32 GetChestDropTime() {
|
|
return chest_drop_time;
|
|
}
|
|
int32 GetTrapOpenedTime() {
|
|
return trap_opened_time;
|
|
}
|
|
void AddLootItem(int32 id, int16 charges = 1) {
|
|
Item* master_item = master_item_list.GetItem(id);
|
|
if (master_item) {
|
|
Item* item = new Item(master_item);
|
|
item->details.count = charges;
|
|
LockLoot();
|
|
loot_items.push_back(item);
|
|
UnlockLoot();
|
|
}
|
|
}
|
|
void AddLootItem(Item* item) {
|
|
if(item) {
|
|
LockLoot();
|
|
loot_items.push_back(item);
|
|
UnlockLoot();
|
|
}
|
|
}
|
|
bool HasLoot() {
|
|
LockLoot();
|
|
if (loot_items.size() == 0 && loot_coins == 0) {
|
|
UnlockLoot();
|
|
return false;
|
|
}
|
|
UnlockLoot();
|
|
return true;
|
|
}
|
|
void TransferLoot(Spawn* spawn);
|
|
bool HasLootItemID(int32 id);
|
|
int32 GetLootItemID();
|
|
Item* LootItem(int32 id);
|
|
vector<Item*>* GetLootItems() {
|
|
return &loot_items;
|
|
}
|
|
void LockLoot() {
|
|
MLootItems.lock();
|
|
}
|
|
void UnlockLoot() {
|
|
MLootItems.unlock();
|
|
}
|
|
void ClearLoot() {
|
|
|
|
MLootItems.lock();
|
|
vector<Item*>::iterator itr;
|
|
for (itr = loot_items.begin(); itr != loot_items.end();) {
|
|
Item* itm = *itr;
|
|
itr++;
|
|
safe_delete(itm);
|
|
}
|
|
|
|
loot_items.clear();
|
|
|
|
MLootItems.unlock();
|
|
}
|
|
|
|
int32 GetLootCount() {
|
|
int32 loot_item_count = 0;
|
|
MLootItems.lock();
|
|
loot_item_count = loot_items.size();
|
|
MLootItems.unlock();
|
|
|
|
return loot_item_count;
|
|
}
|
|
|
|
void ClearNonBodyLoot() {
|
|
|
|
MLootItems.lock();
|
|
vector<Item*>::iterator itr;
|
|
for (itr = loot_items.begin(); itr != loot_items.end();) {
|
|
Item* itm = *itr;
|
|
if(!itm->IsBodyDrop())
|
|
{
|
|
itr = loot_items.erase(itr);
|
|
safe_delete(itm);
|
|
}
|
|
else
|
|
itr++;
|
|
}
|
|
MLootItems.unlock();
|
|
}
|
|
|
|
int32 GetLootCoins() {
|
|
LockLoot();
|
|
int32 coins = loot_coins;
|
|
UnlockLoot();
|
|
return coins;
|
|
}
|
|
void SetLootCoins(int32 val, bool lockloot = true) {
|
|
if(lockloot)
|
|
LockLoot();
|
|
|
|
loot_coins = val;
|
|
|
|
if(lockloot)
|
|
UnlockLoot();
|
|
}
|
|
void AddLootCoins(int32 coins) {
|
|
LockLoot();
|
|
loot_coins += coins;
|
|
UnlockLoot();
|
|
}
|
|
Spawn* GetTarget();
|
|
void SetTarget(Spawn* spawn);
|
|
Spawn* GetLastAttacker();
|
|
void SetLastAttacker(Spawn* spawn);
|
|
bool TakeDamage(int32 damage);
|
|
ZoneServer* GetZone();
|
|
int32 GetZoneID();
|
|
virtual void SetZone(ZoneServer* in_zone, int32 version=0);
|
|
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);
|
|
Spawn* IsSpawnGroupMembersAlive(Spawn* ignore_spawn=nullptr, bool npc_only = true);
|
|
void UpdateEncounterState(int8 new_state);
|
|
void CheckEncounterState(Entity* victim, bool test_auto_lock = false);
|
|
void AddTargetToEncounter(Entity* entity);
|
|
|
|
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 SetCollector(bool is_it) { is_collector = is_it; }
|
|
bool IsCollector() { return is_collector; }
|
|
void SetMerchantLevelRange(int32 minLvl = 0, int32 maxLvl = 0);
|
|
bool IsClientInMerchantLevelRange(Client* ent, bool sendMessageIfDenied = true);
|
|
int32 GetMerchantMinLevel();
|
|
int32 GetMerchantMaxLevel();
|
|
void SetQuestsRequired(Spawn* new_spawn);
|
|
void SetQuestsRequired(int32 quest_id, int16 quest_step);
|
|
bool HasQuestsRequired();
|
|
bool HasHistoryRequired();
|
|
void SetRequiredHistory(int32 event_id, int32 value1, int32 value2);
|
|
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, float heading, bool include_heading = false);
|
|
void ProcessMovement(bool isSpawnListLocked=false);
|
|
void ResetMovement();
|
|
bool ValidateRunning(bool lockMovementLocation, bool lockMovementLoop);
|
|
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();
|
|
void NewWaypointChange(MovementLocation* data);
|
|
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; }
|
|
bool HasMovementLocations() {
|
|
bool hasLocations = false;
|
|
MMovementLocations.lock_shared();
|
|
hasLocations = movement_locations ? movement_locations->size() > 0 : false;
|
|
MMovementLocations.unlock_shared();
|
|
return hasLocations;
|
|
}
|
|
|
|
Timer* GetRunningTimer();
|
|
float GetFaceTarget(float x, float z);
|
|
void FaceTarget(float x, float z);
|
|
void FaceTarget(Spawn* target, bool disable_action_state = true);
|
|
void SetInvulnerable(bool val);
|
|
bool GetInvulnerable();
|
|
void SetScaredByStrongPlayers(bool val) { scared_by_strong_players = val; }
|
|
bool IsScaredByStrongPlayers() { return scared_by_strong_players; }
|
|
std::atomic<bool> changed;
|
|
std::atomic<bool> position_changed;
|
|
std::atomic<bool> info_changed;
|
|
std::atomic<bool> vis_changed;
|
|
std::atomic<bool> is_running;
|
|
int16 size;
|
|
int32 faction_id;
|
|
int8 oversized_packet; //0xff
|
|
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 is_water_creature;
|
|
bool is_flying_creature;
|
|
int32 trigger_widget_id;
|
|
|
|
std::atomic<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 FindBestZ(glm::vec3 loc, glm::vec3* result=nullptr, int32* new_grid_id=nullptr, int32* new_widget_id=nullptr);
|
|
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();
|
|
|
|
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;
|
|
}
|
|
|
|
void SetPickupUniqueItemID(int32 uniqueid)
|
|
{
|
|
pickup_unique_item_id = uniqueid;
|
|
}
|
|
|
|
int32 GetPickupItemID() { return pickup_item_id; }
|
|
int32 GetPickupUniqueItemID() { return pickup_unique_item_id; }
|
|
|
|
bool IsSoundsDisabled() { return disable_sounds; }
|
|
void SetSoundsDisabled(bool val) { disable_sounds = val; }
|
|
|
|
RegionMap* GetRegionMap() { return region_map; }
|
|
Map* GetMap() { return current_map; }
|
|
std::map<int32,TimedGridData> established_grid_id;
|
|
|
|
void DeleteRegion(Region_Node* inNode, ZBSP_Node* rootNode);
|
|
bool InRegion(Region_Node* inNode, ZBSP_Node* rootNode);
|
|
int32 GetRegionType(Region_Node* inNode, ZBSP_Node* rootNode);
|
|
|
|
float SpawnAngle(Spawn* target, float selfx, float selfz);
|
|
bool BehindSpawn(Spawn *target, float selfx, float selfz)
|
|
{ return (!target || target == this) ? false : SpawnAngle(target, selfx, selfz) > 90.0f; }
|
|
bool InFrontSpawn(Spawn *target, float selfx, float selfz)
|
|
{ return (!target || target == this) ? false : SpawnAngle(target, selfx, selfz) < 63.0f; }
|
|
bool IsFlankingSpawn(Spawn *target, float selfx, float selfz)
|
|
{ return (!target || target == this) ? false : SpawnAngle(target, selfx, selfz) > 63.0f; }
|
|
|
|
std::map<std::map<Region_Node*, ZBSP_Node*>, Region_Status> Regions;
|
|
Mutex RegionMutex;
|
|
|
|
virtual void StopMovement();
|
|
virtual bool PauseMovement(int32 period_of_time_ms);
|
|
virtual bool IsPauseMovementTimerActive();
|
|
bool IsTransportSpawn() { return is_transport_spawn; }
|
|
void SetTransportSpawn(bool val) { is_transport_spawn = val; }
|
|
|
|
sint64 GetRailID() { return rail_id; }
|
|
void SetRailID(sint64 val) { rail_id = val; }
|
|
void AddRailPassenger(int32 char_id);
|
|
void RemoveRailPassenger(int32 char_id);
|
|
vector<Spawn*> GetPassengersOnRail();
|
|
|
|
void SetAppearancePosition(float x, float y, float z);
|
|
|
|
void SetOmittedByDBFlag(bool val) { is_omitted_by_db_flag = val; }
|
|
bool IsOmittedByDBFlag() { return is_omitted_by_db_flag; }
|
|
|
|
int32 GetLootTier() { return loot_tier; }
|
|
void SetLootTier(int32 tier) { loot_tier = tier; }
|
|
|
|
int32 GetLootDropType() { return loot_drop_type; }
|
|
void SetLootDropType(int32 type) { loot_drop_type = type; }
|
|
|
|
void SetDeletedSpawn(bool val) { deleted_spawn = val; }
|
|
bool IsDeletedSpawn() { return deleted_spawn; }
|
|
|
|
|
|
int32 InsertRegionToSpawn(Region_Node* node, ZBSP_Node* bsp_root, WaterRegionType regionType, bool in_region = true);
|
|
bool HasRegionTracked(Region_Node* node, ZBSP_Node* bsp_root, bool in_region);
|
|
|
|
int8 GetArrowColor(int8 spawn_level);
|
|
|
|
void AddIgnoredWidget(int32 id);
|
|
|
|
void SendGroupUpdate();
|
|
|
|
void OverrideLootMethod(GroupLootMethod newMethod) { loot_method = newMethod; }
|
|
void SetLootMethod(GroupLootMethod method, int8 item_rarity = 0, int32 group_id = 0);
|
|
int32 GetLootGroupID() { return loot_group_id; }
|
|
GroupLootMethod GetLootMethod() { return loot_method; }
|
|
int8 GetLootRarity() { return loot_rarity; }
|
|
int32 GetLootTimeRemaining() { return loot_timer.GetRemainingTime(); }
|
|
bool IsLootTimerRunning() { return loot_timer.Enabled(); }
|
|
bool CheckLootTimer() { return loot_timer.Check(); }
|
|
void DisableLootTimer() { return loot_timer.Disable(); }
|
|
int32 GetLooterSpawnID() { return looter_spawn_id; }
|
|
void SetLooterSpawnID(int32 id) { looter_spawn_id = id; }
|
|
bool AddNeedGreedItemRequest(int32 item_id, int32 spawn_id, bool need_item);
|
|
bool AddLottoItemRequest(int32 item_id, int32 spawn_id);
|
|
void AddSpawnLootWindowCompleted(int32 spawn_id, bool status_);
|
|
bool SetSpawnLootWindowCompleted(int32 spawn_id);
|
|
bool HasSpawnLootWindowCompleted(int32 spawn_id);
|
|
bool HasSpawnNeedGreedEntry(int32 item_id, int32 spawn_id);
|
|
bool HasSpawnLottoEntry(int32 item_id, int32 spawn_id);
|
|
void GetSpawnLottoEntries(int32 item_id, std::map<int32, int32>* out_entries);
|
|
void GetLootItemsList(std::vector<int32>* out_entries);
|
|
void GetSpawnNeedGreedEntries(int32 item_id, bool need_item, std::map<int32, int32>* out_entries);
|
|
|
|
bool HasLootWindowCompleted();
|
|
bool IsLootWindowComplete() { return is_loot_complete; }
|
|
void SetLootDispensed() { is_loot_dispensed = true; }
|
|
bool IsLootDispensed() { return is_loot_dispensed; }
|
|
std::map<int32, bool>* GetLootWindowList() { return &loot_complete; }
|
|
void StartLootTimer(Spawn* looter);
|
|
void CloseLoot(Spawn* sender);
|
|
|
|
void SetLootName(char* name) {
|
|
if(name != nullptr) {
|
|
loot_name = std::string(name);
|
|
}
|
|
}
|
|
|
|
const char* GetLootName() { return loot_name.c_str(); }
|
|
|
|
bool IsItemInLootTier(Item* item);
|
|
void DistributeGroupLoot_RoundRobin(std::vector<int32>* item_list, bool roundRobinTrashLoot = false); // trash loot is what falls under the item tier requirement by group options
|
|
|
|
void CalculateInitialVelocity(float heading, float distanceHorizontal, float distanceVertical, float distanceDepth, float duration);
|
|
glm::vec3 CalculateProjectilePosition(glm::vec3 initialVelocity, float time);
|
|
bool CalculateSpawnProjectilePosition(float x, float y, float z);
|
|
void SetKnockback(Spawn* target, int32 duration, float vertical, float horizontal);
|
|
void ResetKnockedBack();
|
|
|
|
mutable std::shared_mutex MIgnoredWidgets;
|
|
std::map<int32, bool> ignored_widgets;
|
|
|
|
EquipmentItemList equipment_list;
|
|
EquipmentItemList appearance_equipment_list;
|
|
|
|
protected:
|
|
|
|
bool has_quests_required;
|
|
bool has_history_required;
|
|
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 merchant_min_level;
|
|
int32 merchant_max_level;
|
|
|
|
int32 transporter_id;
|
|
int32 pickup_item_id;
|
|
int32 pickup_unique_item_id;
|
|
map<int32, vector<int16>* > required_quests;
|
|
map<int32, LUAHistory*> required_history;
|
|
|
|
MutexList<SpawnProximity*> spawn_proximities;
|
|
|
|
void CheckProximities();
|
|
Timer pause_timer;
|
|
|
|
bool IsKnockedBack() { return knocked_back; }
|
|
private:
|
|
int32 loot_group_id;
|
|
GroupLootMethod loot_method;
|
|
int8 loot_rarity;
|
|
Timer loot_timer;
|
|
int32 looter_spawn_id;
|
|
vector<Item*> loot_items;
|
|
int32 loot_coins;
|
|
std::multimap<int32, int32> lotto_items;
|
|
std::multimap<int32, std::pair<int32, bool>> need_greed_items;
|
|
|
|
std::map<int32, bool> loot_complete;
|
|
bool is_loot_complete;
|
|
bool is_loot_dispensed;
|
|
std::string loot_name;
|
|
|
|
bool trap_triggered;
|
|
int32 trap_state;
|
|
int32 chest_drop_time;
|
|
int32 trap_opened_time;
|
|
deque<MovementLocation*>* movement_locations;
|
|
Mutex MLootItems;
|
|
mutable std::shared_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;
|
|
sint32 respawn_offset_low;
|
|
sint32 respawn_offset_high;
|
|
bool duplicated_spawn;
|
|
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;
|
|
Mutex m_SpawnMutex;
|
|
bool disable_sounds;
|
|
|
|
RegionMap* region_map;
|
|
Map* current_map;
|
|
|
|
bool is_transport_spawn;
|
|
sint64 rail_id;
|
|
map<int32, bool> rail_passengers;
|
|
mutex m_RailMutex;
|
|
bool is_omitted_by_db_flag; // this particular spawn is omitted by an expansion or holiday flag
|
|
|
|
int32 loot_tier;
|
|
int32 loot_drop_type;
|
|
|
|
std::atomic<bool> deleted_spawn;
|
|
std::atomic<bool> reset_movement;
|
|
Mutex m_GridMutex;
|
|
bool is_collector;
|
|
bool scared_by_strong_players;
|
|
std::atomic<bool> is_alive;
|
|
std::atomic<bool> knocked_back;
|
|
float knocked_back_time_step;
|
|
float knocked_back_h_distance;
|
|
float knocked_back_v_distance;
|
|
float knocked_back_duration;
|
|
float knocked_back_start_x;
|
|
float knocked_back_start_y;
|
|
float knocked_back_start_z;
|
|
int32 knocked_back_end_time;
|
|
float knocked_angle;
|
|
glm::vec3 knocked_velocity;
|
|
|
|
};
|
|
|
|
#endif
|
|
|