eqemu-server/zone/spawngroup.h
cavedude00 1d6bd3cc5e Better flee runspeed calculation.
Added two new NPC special_abilities, ALWAYS_FLEE and FLEE_PERCENT.
Fixed an issue where a NPC could get stuck on a single coord in a rectangular roambox.
Added mindelay to spawngroup to allow for greater control of the roambox delay. SQL is required.
2014-02-26 18:06:16 -08:00

74 lines
2.1 KiB
C++

/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org)
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 SPAWNGROUP_H
#define SPAWNGROUP_H
#include "../common/linked_list.h"
#include "../common/types.h"
#include <map>
#include <list>
class SpawnEntry
{
public:
SpawnEntry(uint32 in_NPCType, int in_chance, uint8 in_npc_spawn_limit );
~SpawnEntry() { }
uint32 NPCType;
int chance;
//this is a cached value from npc_types, for speed
uint8 npc_spawn_limit; //max # of this entry which can be spawned in this zone
};
class SpawnGroup
{
public:
SpawnGroup(uint32 in_id, char* name, int in_group_spawn_limit, float dist, float maxx, float minx, float maxy, float miny, int delay_in, int despawn_in, uint32 despawn_timer_in, int min_delay_in );
~SpawnGroup();
uint32 GetNPCType();
void AddSpawnEntry( SpawnEntry* newEntry );
uint32 id;
float roamdist;
float roambox[4];
int min_delay;
int delay;
int despawn;
uint32 despawn_timer;
private:
char name_[120];
std::list<SpawnEntry*> list_;
uint8 group_spawn_limit; //max # of this entry which can be spawned by this group
};
class SpawnGroupList
{
public:
SpawnGroupList() { }
~SpawnGroupList();
void AddSpawnGroup(SpawnGroup* newGroup);
SpawnGroup* GetSpawnGroup(uint32 id);
bool RemoveSpawnGroup(uint32 in_id);
private:
//LinkedList<SpawnGroup*> list_;
std::map<uint32, SpawnGroup*> groups;
};
#endif