/* EQEmu: EQEmulator Copyright (C) 2001-2026 EQEmu Development Team 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; either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; 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, see . */ #include "encounter.h" #include "common/races.h" #include "zone/entity.h" #include "zone/mob.h" class Zone; Encounter::Encounter(const char *enc_name) : Mob( nullptr, // in_name nullptr, // in_lastname 0, // in_cur_hp 0, // in_max_hp Gender::Male, // in_gender Race::InvisibleMan, // in_race Class::None, // in_class BodyType::NoTarget, // in_bodytype Deity::Unknown, // in_deity 0, // in_level 0, // in_npcype_id 0, // in_size 0, // in_runspeed glm::vec4(0, 0, 0, 0), // 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 ) { encounter_name[0] = 0; strn0cpy(encounter_name, enc_name, 64); remove_me = false; } Encounter::~Encounter() { } bool Encounter::Process() { if (remove_me) return false; return true; }