/* EQEMu: Everquest Server Emulator Copyright (C) 2001-2004 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 */ #ifndef _TRAP_H #define _TRAP_H #include "entity.h" class Mob; class NPC; //ID of the NPC type to spawn when a trap is set off, to do the damage #define TRAP_NPC_TYPE 1586 enum TrapTypes { trapTypeDebuff = 0, trapTypeAlarm = 1, trapTypeMysticSpawn = 2, trapTypeBanditSpawn = 3, trapTypeDamage = 4, }; class Trap: public Entity { public: Trap(); virtual ~Trap(); virtual bool Process(); virtual bool IsTrap() const { return true; } void Trigger(Mob* trigger); void SpellOnTarget(Mob* trigger, uint32 spell_id); NPC * GetHiddenTrigger() { return hiddenTrigger; } void SetHiddenTrigger(NPC* n) { hiddenTrigger = n; } void CreateHiddenTrigger(); void DestroyHiddenTrigger() { hiddenTrigger = nullptr; } void UpdateTrap(bool respawn = true, bool repopnow = false); //Trap data, leave this unprotected Timer respawn_timer; //Respawn Time when Trap's been disarmed Timer chkarea_timer; Timer reset_timer; //How long a trap takes to reset before triggering again. uint32 trap_id; //Original ID of the trap from DB. This value never changes. uint32 db_id; //The DB ID of the trap that currently is spawned. glm::vec3 m_Position; float maxzdiff; //maximum z diff to be triggerable float radius; //radius around trap to be triggerable uint8 chance; //%chance that the trap is triggered each 'tick' uint8 effect; //Effect ID int32 effectvalue; //Value of Effect int32 effectvalue2; //Value of Effect uint8 skill; //Skill to detect/disarm with rogue. uint8 level; bool detected; bool disarmed; uint32 respawn_time; uint32 respawn_var; uint8 triggered_number; uint8 times_triggered; uint8 group; bool despawn_when_triggered; uint32 charid; //ID of character that triggered trap. This is cleared when the trap despawns are resets. bool undetectable; std::string message; protected: NPC *hiddenTrigger; bool ownHiddenTrigger; }; #endif