mirror of
https://github.com/EQEmu/Server.git
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139 lines
3.4 KiB
C++
139 lines
3.4 KiB
C++
/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2003 EQEMu Development Team (http://eqemulator.net)
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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; version 2 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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are required to give you total support for your newly bought product;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the 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, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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/*
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Beacon class, extends Mob. Used for AE rain spells to have a mob
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target to center around.
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*/
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class Zone;
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#ifdef _WINDOWS
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#if (!defined(_MSC_VER) || (defined(_MSC_VER) && _MSC_VER < 1900))
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#define snprintf _snprintf
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#define vsnprintf _vsnprintf
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#endif
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#define strncasecmp _strnicmp
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#define strcasecmp _stricmp
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#endif
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#include "../common/races.h"
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#include "beacon.h"
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#include "entity.h"
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#include "mob.h"
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#ifdef BOTS
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#include "bot.h"
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#endif
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#include "../common/spdat.h"
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extern EntityList entity_list;
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extern Zone* zone;
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// if lifetime is 0 this is a permanent beacon.. not sure if that'll be
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// useful for anything
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Beacon::Beacon(Mob *at_mob, int lifetime)
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:Mob
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(
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nullptr, nullptr, 0, 0, 0, INVISIBLE_MAN, 0, BT_NoTarget, 0, 0, 0, 0, 0, at_mob->GetPosition(), 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, EQEmu::TintProfile(), 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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),
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remove_timer(lifetime),
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spell_timer(0)
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{
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remove_timer.Disable();
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spell_timer.Disable();
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remove_me = false;
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spell_id = 0xFFFF;
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resist_adjust = 0;
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spell_iterations = 0;
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caster_id = 0;
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max_targets = 4; // default
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if(lifetime)
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remove_timer.Start();
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}
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Beacon::~Beacon()
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{
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}
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bool Beacon::Process()
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{
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if(remove_me)
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{
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return false;
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}
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if
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(
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spell_timer.Enabled() &&
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spell_timer.Check() &&
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IsValidSpell(spell_id)
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)
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{
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Mob *caster = entity_list.GetMob(caster_id);
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if(caster && spell_iterations-- && max_targets)
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{
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// NPCs should never be affected by an AE they cast. PB AEs shouldn't affect caster either
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// I don't think any other cases that get here matter
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bool affect_caster = (!caster->IsNPC() && !caster->IsAIControlled()) && spells[spell_id].targettype != ST_AECaster;
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entity_list.AESpell(caster, this, spell_id, affect_caster, resist_adjust, &max_targets);
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}
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else
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{
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// spell is done casting, or caster disappeared
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spell_id = 0xFFFF;
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spell_iterations = 0;
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spell_timer.Disable();
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caster_id = 0;
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}
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}
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if(remove_timer.Enabled() && remove_timer.Check())
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{
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return false;
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}
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return true;
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}
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void Beacon::AELocationSpell(Mob *caster, uint16 cast_spell_id, int16 resist_adjust)
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{
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if(!IsValidSpell(cast_spell_id) || !caster)
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return;
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caster_id = caster->GetID();
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spell_id = cast_spell_id;
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this->resist_adjust = resist_adjust;
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spell_iterations = spells[spell_id].AEDuration / 2500;
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spell_iterations = spell_iterations < 1 ? 1 : spell_iterations; // at least 1
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if (spells[spell_id].aemaxtargets)
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max_targets = spells[spell_id].aemaxtargets;
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spell_timer.Start(2500);
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spell_timer.Trigger();
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}
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