eqemu-server/zone/beacon.cpp
Alex King 4712ca471b
[Cleanup] Gender constants cleanup (#3817)
* [Cleanup] Gender constants cleanup

# Notes
- Convert to a `Gender` namespace using `constexpr`.
- Cleanup spots where we were using magic numbers for gender values.

* Cleanup
2023-12-30 11:22:09 -05:00

186 lines
4.3 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"
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
Gender::Male, // in_gender
Race::InvisibleMan, // in_race
Class::None, // 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();
}