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- License was intended to be GPLv3 per earlier commit of GPLv3 LICENSE FILE - This is confirmed by the inclusion of libraries that are incompatible with GPLv2 - This is also confirmed by KLS and the agreement of KLS's predecessors - Added GPLv3 license headers to the compilable source files - Removed Folly licensing in strings.h since the string functions do not match the Folly functions and are standard functions - this must have been left over from previous implementations - Removed individual contributor license headers since the project has been under the "developer" mantle for many years - Removed comments on files that were previously automatically generated since they've been manually modified multiple times and there are no automatic scripts referencing them (removed in 2023)
87 lines
2.3 KiB
C++
87 lines
2.3 KiB
C++
/* EQEmu: EQEmulator
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Copyright (C) 2001-2026 EQEmu Development Team
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "common/types.h"
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#include <list>
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#include <map>
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#include <memory>
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class SpawnEntry {
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public:
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SpawnEntry(uint32 in_NPCType, int in_chance, uint16 in_filter, uint8 in_npc_spawn_limit, uint8 in_min_time, uint8 in_max_time);
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~SpawnEntry() {}
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uint32 NPCType;
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int chance;
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uint8 min_time;
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uint8 max_time;
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uint16 condition_value_filter;
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//this is a cached value from npc_types, for speed
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uint8 npc_spawn_limit; //max # of this entry which can be spawned in this zone
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};
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class SpawnGroup {
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public:
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SpawnGroup(
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uint32 in_id,
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char *name,
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int in_group_spawn_limit,
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float dist,
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float maxx,
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float minx,
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float maxy,
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float miny,
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int delay_in,
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int despawn_in,
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uint32 despawn_timer_in,
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int min_delay_in,
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bool wp_spawns_in
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);
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~SpawnGroup();
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uint32 GetNPCType(uint16 condition_value_filter=1);
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void AddSpawnEntry(std::unique_ptr<SpawnEntry> &newEntry);
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uint32 id;
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bool wp_spawns; // if true, spawn NPCs at a random waypoint location (if spawnpoint has a grid) instead of the spawnpoint's loc
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float roamdist;
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float roambox[4];
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int min_delay;
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int delay;
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int despawn;
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uint32 despawn_timer;
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private:
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char name_[120];
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std::list<std::unique_ptr<SpawnEntry>> list_;
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uint8 group_spawn_limit; //max # of this entry which can be spawned by this group
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};
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class SpawnGroupList {
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public:
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SpawnGroupList() {}
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~SpawnGroupList();
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void AddSpawnGroup(std::unique_ptr<SpawnGroup> &new_group);
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SpawnGroup *GetSpawnGroup(uint32 id);
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void ClearSpawnGroups();
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void ReloadSpawnGroups();
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private:
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std::map<uint32, std::unique_ptr<SpawnGroup>> m_spawn_groups;
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};
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