eqemu-server/zone/beacon.cpp
Kemmler 5952610a7b Very preliminary work with Visual Studio 2015 Community RC/RTM, resolve some version-specific build errors:
1. Standard library functions snprintf & vsnprintf are available thusly named (without the prepended underscores).  Someone may want to check my conditionals against non-MSVC compilers, though.
2. zone/bonuses.cpp throws an internal compiler error with optimize enabled; #pragma disable optimization on VS2015 only on function Mob::NegateSpellBonuses works around it.
2015-07-20 10:27:51 -04:00

134 lines
3.1 KiB
C++

/* 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"
#ifdef BOTS
#include "bot.h"
#endif
#include "../common/spdat.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(Mob *at_mob, int lifetime)
:Mob
(
nullptr, nullptr, 0, 0, 0, INVISIBLE_MAN, 0, BT_NoTarget, 0, 0, 0, 0, 0, at_mob->GetPosition(), 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
),
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;
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--)
{
bool affect_caster = (!caster->IsNPC() && !caster->IsAIControlled()); //NPC AE spells do not affect the NPC caster
entity_list.AESpell(caster, this, spell_id, affect_caster, resist_adjust);
}
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;
this->resist_adjust = resist_adjust;
spell_iterations = spells[spell_id].AEDuration / 2500;
spell_iterations = spell_iterations < 1 ? 1 : spell_iterations; // at least 1
spell_timer.Start(2500);
spell_timer.Trigger();
}