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59 lines
2.0 KiB
C++
59 lines
2.0 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/timer.h"
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#include "common/types.h"
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#include "zone/mob.h"
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class Group;
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class Raid;
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struct ExtraAttackOptions;
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class Encounter : public Mob
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{
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public:
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Encounter(const char* enc_name);
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~Encounter();
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//abstract virtual function implementations required by base abstract class
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virtual bool Death(Mob* killer_mob, int64 damage, int32 spell_id, EQ::skills::SkillType attack_skill, KilledByTypes killed_by = KilledByTypes::Killed_NPC, bool is_buff_tic = false) { return true; }
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virtual void Damage(Mob* from, int64 damage, int32 spell_id, EQ::skills::SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, eSpecialAttacks special = eSpecialAttacks::None) { return; }
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bool Attack(Mob* other, int Hand = EQ::invslot::slotPrimary, bool FromRiposte = false, bool IsStrikethrough = false,
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bool IsFromSpell = false, ExtraAttackOptions *opts = nullptr) override {
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return false;
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}
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virtual bool HasRaid() { return false; }
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virtual bool HasGroup() { return false; }
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virtual Raid* GetRaid() { return 0; }
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virtual Group* GetGroup() { return 0; }
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bool IsEncounter() const { return true; }
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const char* GetEncounterName() const { return encounter_name; }
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bool Process();
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virtual void Depop(bool not_used = true) { remove_me = true; }
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protected:
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bool remove_me;
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char encounter_name[64];
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private:
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};
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