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Merge
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+24
-14
@@ -18,7 +18,6 @@
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#ifndef MOB_H
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#define MOB_H
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#include "../common/features.h"
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#include "common.h"
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#include "entity.h"
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#include "hate_list.h"
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@@ -26,14 +25,22 @@
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#include "position.h"
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#include <set>
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#include <vector>
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#include <string>
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char* strn0cpy(char* dest, const char* source, uint32 size);
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#define MAX_SPECIAL_ATTACK_PARAMS 8
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class EGNode;
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class MobFearState;
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class Client;
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class EQApplicationPacket;
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class Group;
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class ItemInst;
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class NPC;
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class Raid;
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struct Item_Struct;
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struct NewSpawn_Struct;
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struct PlayerPositionUpdateServer_Struct;
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class Mob : public Entity {
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public:
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enum CLIENT_CONN_STATUS { CLIENT_CONNECTING, CLIENT_CONNECTED, CLIENT_LINKDEAD,
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@@ -228,8 +235,7 @@ public:
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uint16 CastingSpellID() const { return casting_spell_id; }
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bool DoCastingChecks();
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bool TryDispel(uint8 caster_level, uint8 buff_level, int level_modifier);
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void SpellProjectileEffect();
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bool TrySpellProjectile(Mob* spell_target, uint16 spell_id);
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bool TrySpellProjectile(Mob* spell_target, uint16 spell_id, float speed = 1.5f);
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void ResourceTap(int32 damage, uint16 spell_id);
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void TryTriggerThreshHold(int32 damage, int effect_id, Mob* attacker);
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bool CheckSpellCategory(uint16 spell_id, int category_id, int effect_id);
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@@ -273,7 +279,7 @@ public:
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int16 GetBuffSlotFromType(uint16 type);
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uint16 GetSpellIDFromSlot(uint8 slot);
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int CountDispellableBuffs();
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void CheckNumHitsRemaining(uint8 type, uint32 buff_slot=0, uint16 spell_id=SPELL_UNKNOWN);
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void CheckNumHitsRemaining(uint8 type, int32 buff_slot=-1, uint16 spell_id=SPELL_UNKNOWN);
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bool HasNumhits() const { return has_numhits; }
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inline void Numhits(bool val) { has_numhits = val; }
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bool HasMGB() const { return has_MGB; }
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@@ -490,6 +496,7 @@ public:
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//Util
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static uint32 RandomTimer(int min, int max);
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static uint8 GetDefaultGender(uint16 in_race, uint8 in_gender = 0xFF);
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static bool IsPlayerRace(uint16 in_race);
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uint16 GetSkillByItemType(int ItemType);
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uint8 GetItemTypeBySkill(SkillUseTypes skill);
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virtual void MakePet(uint16 spell_id, const char* pettype, const char *petname = nullptr);
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@@ -570,6 +577,7 @@ public:
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uint8 in_hairstyle = 0xFF, uint8 in_luclinface = 0xFF, uint8 in_beard = 0xFF, uint8 in_aa_title = 0xFF,
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uint32 in_drakkin_heritage = 0xFFFFFFFF, uint32 in_drakkin_tattoo = 0xFFFFFFFF,
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uint32 in_drakkin_details = 0xFFFFFFFF, float in_size = -1.0f);
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bool RandomizeFeatures(bool send_illusion = true, bool set_variables = true);
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virtual void Stun(int duration);
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virtual void UnStun();
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inline void Silence(bool newval) { silenced = newval; }
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@@ -721,9 +729,14 @@ public:
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int32 ReduceAllDamage(int32 damage);
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virtual void DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage, int32 min_damage = 1, int32 hate_override = -1, int ReuseTime = 10, bool HitChance=false, bool CanAvoid=true);
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virtual void DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const Item_Struct* item=nullptr, uint16 weapon_damage=0, int16 chance_mod=0,int16 focus=0, int ReuseTime=0);
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virtual void DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const Item_Struct* AmmoItem=nullptr, uint16 weapon_damage=0, int16 chance_mod=0,int16 focus=0, int ReuseTime=0, uint32 range_id=0, int AmmoSlot=0, float speed = 4.0f);
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virtual void DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes skillinuse, int16 chance_mod=0, int16 focus=0, bool CanRiposte=false, int ReuseTime=0);
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virtual void DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const ItemInst* Ammo=nullptr, uint16 weapon_damage=0, int16 chance_mod=0, int16 focus=0, int ReuseTime=0);
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virtual void DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const ItemInst* Ammo=nullptr, uint16 weapon_damage=0, int16 chance_mod=0, int16 focus=0, int ReuseTime=0, uint32 range_id=0, uint32 ammo_id=0, const Item_Struct *AmmoItem=nullptr, int AmmoSlot=0, float speed= 4.0f);
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bool TryProjectileAttack(Mob* other, const Item_Struct *item, SkillUseTypes skillInUse, uint16 weapon_dmg, const ItemInst* RangeWeapon, const ItemInst* Ammo, int AmmoSlot, float speed);
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void ProjectileAttack();
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inline bool HasProjectileAttack() const { return ActiveProjectileATK; }
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inline void SetProjectileAttack(bool value) { ActiveProjectileATK = value; }
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float GetRangeDistTargetSizeMod(Mob* other);
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bool CanDoSpecialAttack(Mob *other);
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bool Flurry(ExtraAttackOptions *opts);
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bool Rampage(ExtraAttackOptions *opts);
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@@ -839,7 +852,7 @@ public:
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// HP Event
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inline int GetNextHPEvent() const { return nexthpevent; }
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void SetNextHPEvent( int hpevent );
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void SendItemAnimation(Mob *to, const Item_Struct *item, SkillUseTypes skillInUse);
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void SendItemAnimation(Mob *to, const Item_Struct *item, SkillUseTypes skillInUse, float velocity= 4.0);
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inline int& GetNextIncHPEvent() { return nextinchpevent; }
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void SetNextIncHPEvent( int inchpevent );
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@@ -1079,11 +1092,8 @@ protected:
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uint8 bardsong_slot;
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uint32 bardsong_target_id;
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Timer projectile_timer;
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uint32 projectile_spell_id[MAX_SPELL_PROJECTILE];
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uint16 projectile_target_id[MAX_SPELL_PROJECTILE];
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uint8 projectile_increment[MAX_SPELL_PROJECTILE];
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float projectile_x[MAX_SPELL_PROJECTILE], projectile_y[MAX_SPELL_PROJECTILE], projectile_z[MAX_SPELL_PROJECTILE];
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bool ActiveProjectileATK;
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tProjatk ProjectileAtk[MAX_SPELL_PROJECTILE];
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xyz_location m_RewindLocation;
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