Knightly 7ab909ee47 Standardize Licensing
- 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)
2026-04-01 17:09:57 -07:00

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C++

/* EQEmu: EQEmulator
Copyright (C) 2001-2026 EQEmu Development Team
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; either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; 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, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "zone/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;
};