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* Initial int64 work * Hate 64 bit * Update special_attacks.cpp * Aggro / Damage / Hate int64 * NPC edit adjustments * Fix bot compile * More int64 adjustments * More int64 references * npcedit references * aggrozone * More int64 changes * More int64 changes for damage * Many more damage int64 references * More spell damage int64 conversions * HealDamage * Damage fully working * Remove debug * Add migration * More int64 adjustments * Much wow, many int64 * More int64 * PR adjustments
208 lines
5.2 KiB
C++
208 lines
5.2 KiB
C++
/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org)
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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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Below are the blob structures for zone state dumping to the database
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-Quagmire
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create table zone_state_dump (zonename varchar(16) not null primary key, spawn2_count int unsigned not null default 0,
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npc_count int unsigned not null default 0, npcloot_count int unsigned not null default 0, gmspawntype_count int unsigned not null default 0,
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spawn2 mediumblob, npcs mediumblob, npc_loot mediumblob, gmspawntype mediumblob, time timestamp(14));
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*/
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#ifndef ZONEDUMP_H
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#define ZONEDUMP_H
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#include "../common/faction.h"
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#include "../common/eq_packet_structs.h"
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#include "../common/inventory_profile.h"
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#pragma pack(1)
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struct NPCType
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{
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char name[64];
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char lastname[70];
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int64 current_hp;
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int64 max_hp;
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float size;
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float runspeed;
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uint8 gender;
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uint16 race;
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uint8 class_;
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uint8 bodytype; // added for targettype support
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uint32 deity; //not loaded from DB
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uint8 level;
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uint32 npc_id;
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uint8 texture;
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uint8 helmtexture;
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uint32 herosforgemodel;
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uint32 loottable_id;
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uint32 npc_spells_id;
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uint32 npc_spells_effects_id;
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int32 npc_faction_id;
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uint32 merchanttype;
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uint32 alt_currency_type;
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uint32 adventure_template;
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uint32 trap_template;
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uint8 light;
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uint32 AC;
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uint64 Mana; //not loaded from DB
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uint32 ATK; //not loaded from DB
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uint32 STR;
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uint32 STA;
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uint32 DEX;
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uint32 AGI;
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uint32 INT;
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uint32 WIS;
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uint32 CHA;
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int32 MR;
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int32 FR;
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int32 CR;
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int32 PR;
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int32 DR;
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int32 Corrup;
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int32 PhR;
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uint8 haircolor;
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uint8 beardcolor;
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uint8 eyecolor1; // the eyecolors always seem to be the same, maybe left and right eye?
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uint8 eyecolor2;
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uint8 hairstyle;
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uint8 luclinface; //
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uint8 beard; //
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uint32 drakkin_heritage;
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uint32 drakkin_tattoo;
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uint32 drakkin_details;
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EQ::TintProfile armor_tint;
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uint32 min_dmg;
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uint32 max_dmg;
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uint32 charm_ac;
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uint32 charm_min_dmg;
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uint32 charm_max_dmg;
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int charm_attack_delay;
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int charm_accuracy_rating;
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int charm_avoidance_rating;
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int charm_atk;
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int16 attack_count;
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char special_abilities[512];
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uint16 d_melee_texture1;
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uint16 d_melee_texture2;
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char ammo_idfile[30];
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uint8 prim_melee_type;
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uint8 sec_melee_type;
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uint8 ranged_type;
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int64 hp_regen;
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int64 hp_regen_per_second;
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int64 mana_regen;
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int32 aggroradius; // added for AI improvement - neotokyo
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int32 assistradius; // assist radius, defaults to aggroradis if not set
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uint16 see_invis; // See Invis flag added
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uint16 see_invis_undead; // See Invis vs. Undead flag added
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bool see_hide;
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bool see_improved_hide;
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bool qglobal;
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bool npc_aggro;
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uint8 spawn_limit; //only this many may be in zone at a time (0=no limit)
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uint8 mount_color; //only used by horse class
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float attack_speed; //%+- on attack delay of the mob.
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int attack_delay; //delay between attacks in ms
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int accuracy_rating; // flat bonus before mods
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int avoidance_rating; // flat bonus before mods
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bool findable; //can be found with find command
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bool trackable;
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int16 slow_mitigation;
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uint8 maxlevel;
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uint32 scalerate;
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bool private_corpse;
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bool unique_spawn_by_name;
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bool underwater;
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uint32 emoteid;
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float spellscale;
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float healscale;
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bool no_target_hotkey;
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bool raid_target;
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uint8 armtexture;
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uint8 bracertexture;
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uint8 handtexture;
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uint8 legtexture;
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uint8 feettexture;
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bool ignore_despawn;
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bool show_name; // should default on
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bool untargetable;
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bool skip_global_loot;
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bool rare_spawn;
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bool skip_auto_scale; // just so it doesn't mess up bots or mercs, probably should add to DB too just in case
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int8 stuck_behavior;
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uint16 use_model;
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int8 flymode;
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bool always_aggro;
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int exp_mod;
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};
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namespace player_lootitem {
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struct ServerLootItem_Struct {
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uint32 item_id;
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int16 equip_slot;
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uint16 charges;
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uint16 lootslot;
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uint32 aug_1;
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uint32 aug_2;
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uint32 aug_3;
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uint32 aug_4;
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uint32 aug_5;
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uint32 aug_6;
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int8 attuned;
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uint8 min_level; //
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uint8 max_level; //
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};
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}
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struct PlayerCorpse_Struct {
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uint32 crc;
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bool locked;
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uint32 itemcount;
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uint32 exp;
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float size;
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uint8 level;
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uint32 race;
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uint8 gender;
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uint8 class_;
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uint8 deity;
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uint8 texture;
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uint8 helmtexture;
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uint32 copper;
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uint32 silver;
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uint32 gold;
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uint32 plat;
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EQ::TintProfile item_tint;
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uint8 haircolor;
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uint8 beardcolor;
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uint8 eyecolor1;
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uint8 eyecolor2;
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uint8 hairstyle;
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uint8 face;
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uint8 beard;
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uint32 drakkin_heritage;
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uint32 drakkin_tattoo;
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uint32 drakkin_details;
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player_lootitem::ServerLootItem_Struct items[0];
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//std::list<player_lootitem::ServerLootItem_Struct*> items;
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};
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#pragma pack()
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#endif
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