/* EQEMu: Everquest Server Emulator Copyright (C) 2001-2003 EQEMu Development Team (http://eqemulator.net) This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; version 2 of the License. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY except by those people which sell it, which are required to give you total support for your newly bought product; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ /* Beacon class, extends Mob. Used for AE rain spells to have a mob target to center around. */ class Zone; #ifdef _WINDOWS #if (!defined(_MSC_VER) || (defined(_MSC_VER) && _MSC_VER < 1900)) #define snprintf _snprintf #define vsnprintf _vsnprintf #endif #define strncasecmp _strnicmp #define strcasecmp _stricmp #endif #include "../common/races.h" #include "beacon.h" #include "entity.h" #include "mob.h" extern EntityList entity_list; extern Zone* zone; // if lifetime is 0 this is a permanent beacon.. not sure if that'll be // useful for anything Beacon::Beacon(const glm::vec4 &in_pos, int lifetime) : Mob( nullptr, // in_name nullptr, // in_lastname 0, // in_cur_hp 0, // in_max_hp MALE, // in_gender INVISIBLE_MAN, // in_race 0, // in_class BT_NoTarget, // in_bodytype 0, // in_deity 0, // in_level 0, // in_npctype_id 0.0f, // in_size 0.0f, // in_runspeed in_pos, // position 0, // in_light 0, // in_texture 0, // in_helmtexture 0, // in_ac 0, // in_atk 0, // in_str 0, // in_sta 0, // in_dex 0, // in_agi 0, // in_int 0, // in_wis 0, // in_cha 0, // in_haircolor 0, // in_beardcolor 0, // in_eyecolor1 0, // in_eyecolor2 0, // in_hairstyle 0, // in_luclinface 0, // in_beard 0, // in_drakkin_heritage 0, // in_drakkin_tattoo 0, // in_drakkin_details EQ::TintProfile(), // in_armor_tint 0, // in_aa_title 0, // in_see_invis 0, // in_see_invis_undead 0, // in_see_hide 0, // in_see_improved_hide 0, // in_hp_regen 0, // in_mana_regen 0, // in_qglobal 0, // in_maxlevel 0, // in_scalerate 0, // in_armtexture 0, // in_bracertexture 0, // in_handtexture 0, // in_legtexture 0, // in_feettexture 0, // in_usemodel false, // in_always_aggros_foes 0, //in_heroic_strikethrough false // in_keeps_sold_items ), remove_timer(lifetime), spell_timer(0) { remove_timer.Disable(); spell_timer.Disable(); remove_me = false; spell_id = 0xFFFF; resist_adjust = 0; spell_iterations = 0; caster_id = 0; max_targets = 4; // default if(lifetime) remove_timer.Start(); } Beacon::~Beacon() { } bool Beacon::Process() { if(remove_me) { return false; } if ( spell_timer.Enabled() && spell_timer.Check() && IsValidSpell(spell_id) ) { Mob *caster = entity_list.GetMob(caster_id); if(caster && spell_iterations-- && max_targets) { // NPCs should never be affected by an AE they cast. PB AEs shouldn't affect caster either // I don't think any other cases that get here matter bool affect_caster = (!caster->IsNPC() && !caster->IsAIControlled()) && spells[spell_id].target_type != ST_AECaster; entity_list.AESpell(caster, this, spell_id, affect_caster, resist_adjust, &max_targets); } else { // spell is done casting, or caster disappeared spell_id = 0xFFFF; spell_iterations = 0; spell_timer.Disable(); caster_id = 0; } } if(remove_timer.Enabled() && remove_timer.Check()) { return false; } return true; } void Beacon::AELocationSpell(Mob *caster, uint16 cast_spell_id, int16 resist_adjust) { if (!IsValidSpell(cast_spell_id) || !caster) { return; } caster_id = caster->GetID(); spell_id = cast_spell_id; resist_adjust = resist_adjust; spell_iterations = spells[spell_id].aoe_duration / 2500; spell_iterations = spell_iterations < 1 ? 1 : spell_iterations; // at least 1 if (spells[spell_id].aoe_max_targets) { max_targets = spells[spell_id].aoe_max_targets; } spell_timer.Start(2500); spell_timer.Trigger(); }