eqemu-server/zone/beacon.cpp
Alex King 3335cacac1
[Bots] Cleanup and remove preprocessors. (#2757)
* [Bots] Cleanup and remove preprocessors.

- Removes every `#ifdef BOTS` we have and locks bots behind `Bots:AllowBots` rule.
- Bot updates are now done by default similar to regular database updates.
- Modify `CMakeLists.txt`, `.drone.yml`, and `BUILD.md` to match the removal of `EQEMU_ENABLE_BOTS`.

* Cleanup

- Add SQL for enabling bots for servers with bots.
- Add message that tells players/operators bots are disabled.

* Suggested changes.

* Bot injection stuff

* Change SQL to bot SQL.

* Tweaks

* Remove `is_bot`

* Update version.h

* Update main.cpp

* Update database.cpp

* Fix name availability crash

* Remove bots from update script

Co-authored-by: Akkadius <akkadius1@gmail.com>
2023-01-20 12:35:33 -06:00

186 lines
4.2 KiB
C++

/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2003 EQEMu Development Team (http://eqemulator.net)
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; version 2 of the License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY except by those people which sell it, which
are required to give you total support for your newly bought product;
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, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/*
Beacon class, extends Mob. Used for AE rain spells to have a mob
target to center around.
*/
class Zone;
#ifdef _WINDOWS
#if (!defined(_MSC_VER) || (defined(_MSC_VER) && _MSC_VER < 1900))
#define snprintf _snprintf
#define vsnprintf _vsnprintf
#endif
#define strncasecmp _strnicmp
#define strcasecmp _stricmp
#endif
#include "../common/races.h"
#include "beacon.h"
#include "entity.h"
#include "mob.h"
extern EntityList entity_list;
extern Zone* zone;
// if lifetime is 0 this is a permanent beacon.. not sure if that'll be
// useful for anything
Beacon::Beacon(const glm::vec4 &in_pos, int lifetime) : Mob(
nullptr, // in_name
nullptr, // in_lastname
0, // in_cur_hp
0, // in_max_hp
MALE, // in_gender
INVISIBLE_MAN, // in_race
0, // in_class
BT_NoTarget, // in_bodytype
0, // in_deity
0, // in_level
0, // in_npctype_id
0.0f, // in_size
0.0f, // in_runspeed
in_pos, // position
0, // in_light
0, // in_texture
0, // in_helmtexture
0, // in_ac
0, // in_atk
0, // in_str
0, // in_sta
0, // in_dex
0, // in_agi
0, // in_int
0, // in_wis
0, // in_cha
0, // in_haircolor
0, // in_beardcolor
0, // in_eyecolor1
0, // in_eyecolor2
0, // in_hairstyle
0, // in_luclinface
0, // in_beard
0, // in_drakkin_heritage
0, // in_drakkin_tattoo
0, // in_drakkin_details
EQ::TintProfile(), // in_armor_tint
0, // in_aa_title
0, // in_see_invis
0, // in_see_invis_undead
0, // in_see_hide
0, // in_see_improved_hide
0, // in_hp_regen
0, // in_mana_regen
0, // in_qglobal
0, // in_maxlevel
0, // in_scalerate
0, // in_armtexture
0, // in_bracertexture
0, // in_handtexture
0, // in_legtexture
0, // in_feettexture
0, // in_usemodel
false, // in_always_aggros_foes
0, //in_heroic_strikethrough
false // in_keeps_sold_items
),
remove_timer(lifetime),
spell_timer(0)
{
remove_timer.Disable();
spell_timer.Disable();
remove_me = false;
spell_id = 0xFFFF;
resist_adjust = 0;
spell_iterations = 0;
caster_id = 0;
max_targets = 4; // default
if(lifetime)
remove_timer.Start();
}
Beacon::~Beacon()
{
}
bool Beacon::Process()
{
if(remove_me)
{
return false;
}
if
(
spell_timer.Enabled() &&
spell_timer.Check() &&
IsValidSpell(spell_id)
)
{
Mob *caster = entity_list.GetMob(caster_id);
if(caster && spell_iterations-- && max_targets)
{
// NPCs should never be affected by an AE they cast. PB AEs shouldn't affect caster either
// I don't think any other cases that get here matter
bool affect_caster = (!caster->IsNPC() && !caster->IsAIControlled()) && spells[spell_id].target_type != ST_AECaster;
entity_list.AESpell(caster, this, spell_id, affect_caster, resist_adjust, &max_targets);
}
else
{
// spell is done casting, or caster disappeared
spell_id = 0xFFFF;
spell_iterations = 0;
spell_timer.Disable();
caster_id = 0;
}
}
if(remove_timer.Enabled() && remove_timer.Check())
{
return false;
}
return true;
}
void Beacon::AELocationSpell(Mob *caster, uint16 cast_spell_id, int16 resist_adjust)
{
if (!IsValidSpell(cast_spell_id) || !caster) {
return;
}
caster_id = caster->GetID();
spell_id = cast_spell_id;
resist_adjust = resist_adjust;
spell_iterations = spells[spell_id].aoe_duration / 2500;
spell_iterations = spell_iterations < 1 ? 1 : spell_iterations; // at least 1
if (spells[spell_id].aoe_max_targets) {
max_targets = spells[spell_id].aoe_max_targets;
}
spell_timer.Start(2500);
spell_timer.Trigger();
}