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+49
-49
@@ -1,19 +1,19 @@
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/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org)
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/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org)
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This program 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; version 2 of the License.
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This program 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; version 2 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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are required to give you total support for your newly bought product;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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A PARTICULAR PURPOSE. See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef NPC_H
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#define NPC_H
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@@ -34,7 +34,7 @@ using namespace std;
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#include "../common/rulesys.h"
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#ifdef _WINDOWS
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#define M_PI 3.141592
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#define M_PI 3.141592
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#endif
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#define LEAVECOMBAT 0
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@@ -64,7 +64,7 @@ struct AISpells_Struct {
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uint32 time_cancast; // when we can cast this spell next
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int32 recast_delay;
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int16 priority;
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int16 resist_adjust;
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int16 resist_adjust;
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};
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class AA_SwarmPetInfo;
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@@ -134,7 +134,7 @@ public:
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virtual void RangedAttack(Mob* other);
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virtual void ThrowingAttack(Mob* other) { }
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int32 GetNumberOfAttacks() const { return attack_count; }
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int32 GetNumberOfAttacks() const { return attack_count; }
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bool DatabaseCastAccepted(int spell_id);
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bool IsFactionListAlly(uint32 other_faction);
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@@ -156,7 +156,7 @@ public:
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void AddLootTable();
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void AddLootTable(uint32 ldid);
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void DescribeAggro(Client *towho, Mob *mob, bool verbose);
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void RemoveItem(uint32 item_id, uint16 quantity = 0, uint16 slot = 0);
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void RemoveItem(uint32 item_id, uint16 quantity = 0, uint16 slot = 0);
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void CheckMinMaxLevel(Mob *them);
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void ClearItemList();
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ServerLootItem_Struct* GetItem(int slot_id);
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@@ -179,7 +179,7 @@ public:
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inline void SetPlatinum(uint32 amt) { platinum = amt; }
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virtual int32 CalcMaxMana();
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virtual int32 CalcMaxMana();
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void SetGrid(int32 grid_){ grid=grid_; }
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void SetSp2(uint32 sg2){ spawn_group=sg2; }
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void SetWaypointMax(uint16 wp_){ wp_m=wp_; }
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@@ -197,9 +197,9 @@ public:
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float GetGuardPointX() const { return guard_x; }
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float GetGuardPointY() const { return guard_y; }
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float GetGuardPointZ() const { return guard_z; }
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float GetGuardPointH() const { return guard_heading; }
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EmuAppearance GetGuardPointAnim() const { return guard_anim; }
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void SaveGuardPointAnim(EmuAppearance anim) { guard_anim = anim; }
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float GetGuardPointH() const { return guard_heading; }
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EmuAppearance GetGuardPointAnim() const { return guard_anim; }
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void SaveGuardPointAnim(EmuAppearance anim) { guard_anim = anim; }
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void SetFlyMode(uint8 FlyMode){ flymode=FlyMode; }
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uint32 GetFlyMode() const { return flymode; }
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@@ -221,22 +221,22 @@ public:
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inline int32 GetNPCFactionID() const { return npc_faction_id; }
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inline int32 GetPrimaryFaction() const { return primary_faction; }
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int32 GetNPCHate(Mob* in_ent) {return hate_list.GetEntHate(in_ent);}
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bool IsOnHatelist(Mob*p) { return hate_list.IsOnHateList(p);}
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int32 GetNPCHate(Mob* in_ent) {return hate_list.GetEntHate(in_ent);}
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bool IsOnHatelist(Mob*p) { return hate_list.IsOnHateList(p);}
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void SetNPCFactionID(int32 in) { npc_faction_id = in; database.GetFactionIdsForNPC(npc_faction_id, &faction_list, &primary_faction); }
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float org_x, org_y, org_z, org_heading;
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float org_x, org_y, org_z, org_heading;
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uint32 GetMaxDMG() const {return max_dmg;}
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uint32 GetMinDMG() const {return min_dmg;}
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float GetSlowMitigation() const {return slow_mitigation;}
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float GetAttackSpeed() const {return attack_speed;}
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bool IsAnimal() const { return(bodytype == BT_Animal); }
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uint16 GetPetSpellID() const {return pet_spell_id;}
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void SetPetSpellID(uint16 amt) {pet_spell_id = amt;}
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uint16 GetPetSpellID() const {return pet_spell_id;}
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void SetPetSpellID(uint16 amt) {pet_spell_id = amt;}
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uint32 GetMaxDamage(uint8 tlevel);
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void SetTaunting(bool tog) {taunting = tog;}
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void SetTaunting(bool tog) {taunting = tog;}
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void PickPocket(Client* thief);
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void StartSwarmTimer(uint32 duration) { swarm_timer.Start(duration); }
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void AddLootDrop(const Item_Struct*dbitem, ItemList* itemlistconst, int16 charges, uint8 minlevel, uint8 maxlevel, bool equipit, bool wearchange = false);
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@@ -244,7 +244,7 @@ public:
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void CheckSignal();
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//waypoint crap
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int GetMaxWp() const { return max_wp; }
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int GetMaxWp() const { return max_wp; }
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void DisplayWaypointInfo(Client *to);
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void CalculateNewWaypoint();
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void AssignWaypoints(int32 grid);
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@@ -256,7 +256,7 @@ public:
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void ResumeWandering();
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void PauseWandering(int pausetime);
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void MoveTo(float mtx, float mty, float mtz, float mth, bool saveguardspot);
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void GetClosestWaypoint(list<wplist> &wp_list, int count, float m_x, float m_y, float m_z);
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void GetClosestWaypoint(list<wplist> &wp_list, int count, float m_x, float m_y, float m_z);
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uint32 GetEquipment(uint8 material_slot) const; // returns item id
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int32 GetEquipmentMaterial(uint8 material_slot) const;
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@@ -286,7 +286,7 @@ public:
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inline void GiveNPCTypeData(NPCType *ours) { NPCTypedata_ours = ours; }
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inline const uint32 GetNPCSpellsID() const { return npc_spells_id; }
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ItemList itemlist; //kathgar - why is this public? Doing other things or I would check the code
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ItemList itemlist; //kathgar - why is this public? Doing other things or I would check the code
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NPCProximity* proximity;
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Spawn2* respawn2;
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@@ -326,7 +326,7 @@ public:
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//The corpse we make can only be looted by people who got credit for the kill
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const bool HasPrivateCorpse() const { return NPCTypedata->private_corpse; }
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const bool IsUnderwaterOnly() const { return NPCTypedata->underwater; }
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const bool IsUnderwaterOnly() const { return NPCTypedata->underwater; }
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const char* GetRawNPCTypeName() const { return NPCTypedata->name; }
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bool GetDepop() { return p_depop; }
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@@ -336,17 +336,17 @@ public:
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uint32 GetAdventureTemplate() const { return adventure_template_id; }
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void AddSpellToNPCList(int16 iPriority, int16 iSpellID, uint16 iType, int16 iManaCost, int32 iRecastDelay, int16 iResistAdjust);
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void RemoveSpellFromNPCList(int16 spell_id);
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Timer *GetRefaceTimer() const { return reface_timer; }
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const uint32 GetAltCurrencyType() const { return NPCTypedata->alt_currency_type; }
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Timer *GetRefaceTimer() const { return reface_timer; }
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const uint32 GetAltCurrencyType() const { return NPCTypedata->alt_currency_type; }
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NPC_Emote_Struct* GetNPCEmote(uint16 emoteid, uint8 event_);
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void DoNPCEmote(uint8 event_, uint16 emoteid);
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bool CanTalk();
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inline void SetSpellScale(float amt) { spellscale = amt; }
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inline void SetSpellScale(float amt) { spellscale = amt; }
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inline float GetSpellScale() { return spellscale; }
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inline void SetHealScale(float amt) { healscale = amt; }
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inline void SetHealScale(float amt) { healscale = amt; }
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inline float GetHealScale() { return healscale; }
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void AddQuestItem(ItemInst* inst) { questItems.Insert(inst); }
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@@ -472,24 +472,24 @@ protected:
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uint32 silver;
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uint32 gold;
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uint32 platinum;
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int32 grid;
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uint32 spawn_group;
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int32 grid;
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uint32 spawn_group;
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uint16 wp_m;
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int32 npc_faction_id;
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int32 primary_faction;
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Timer attacked_timer; //running while we are being attacked (damaged)
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Timer swarm_timer;
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Timer classattack_timer;
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Timer swarm_timer;
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Timer classattack_timer;
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Timer knightattack_timer;
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Timer assist_timer; //ask for help from nearby mobs
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Timer assist_timer; //ask for help from nearby mobs
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Timer qglobal_purge_timer;
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bool combat_event; //true if we are in combat, false otherwise
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Timer sendhpupdate_timer;
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Timer sendhpupdate_timer;
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Timer enraged_timer;
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Timer *reface_timer;
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Timer *reface_timer;
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uint32 npc_spells_id;
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uint8 casting_spell_AIindex;
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@@ -504,15 +504,15 @@ protected:
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uint32 max_dmg;
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uint32 min_dmg;
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int32 accuracy_rating;
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int16 attack_count;
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uint32 npc_mana;
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float spellscale;
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float healscale;
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int16 attack_count;
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uint32 npc_mana;
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float spellscale;
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float healscale;
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//pet crap:
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uint16 pet_spell_id;
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bool taunting;
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Timer taunt_timer; //for pet taunting
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Timer taunt_timer; //for pet taunting
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bool npc_aggro;
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@@ -523,9 +523,9 @@ protected:
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void _ClearWaypints();
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int max_wp;
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int save_wp;
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float guard_x, guard_y, guard_z, guard_heading;
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float guard_x, guard_y, guard_z, guard_heading;
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float guard_x_saved, guard_y_saved, guard_z_saved, guard_heading_saved;
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EmuAppearance guard_anim;
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EmuAppearance guard_anim;
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float roambox_max_x;
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float roambox_max_y;
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float roambox_min_x;
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@@ -535,8 +535,8 @@ protected:
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float roambox_movingto_y;
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uint32 roambox_delay;
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uint16 skills[HIGHEST_SKILL+1];
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uint32 equipment[MAX_WORN_INVENTORY]; //this is an array of item IDs
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uint16 skills[HIGHEST_SKILL+1];
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uint32 equipment[MAX_WORN_INVENTORY]; //this is an array of item IDs
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uint16 d_meele_texture1; //this is an item Material value
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uint16 d_meele_texture2; //this is an item Material value (offhand)
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uint8 prim_melee_type; //Sets the Primary Weapon attack message and animation
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