92 lines
2.7 KiB
C++

#ifndef AURA_H
#define AURA_H
#include <functional>
#include <set>
#include "mob.h"
#include "npc.h"
#include "../common/types.h"
#include "../common/timer.h"
class Group;
class Raid;
class Mob;
struct NPCType;
enum class AuraType {
OnAllFriendlies, // AE PC/Pet basically (ex. Circle of Power)
OnAllGroupMembers, // Normal buffing aura (ex. Champion's Aura)
OnGroupMembersPets, // Hits just pets (ex. Rathe's Strength)
Totem, // Starts pulsing on a timer when an enemy enters (ex. Idol of Malos)
EnterTrap, // Casts once when an enemy enters (ex. Fire Rune)
ExitTrap, // Casts when they start to flee (ex. Poison Spikes Trap)
FullyScripted, // We just call script function not a predefined
Max
};
enum class AuraSpawns {
GroupMembers, // most auras use this
Everyone, // this is like traps and clickies who cast on everyone
Noone, // custom!
Max
};
enum class AuraMovement {
Follow, // follows caster
Stationary,
Pathing, // some sorted pathing TODO: implement
Max
};
class Aura : public NPC
{
// NOTE: We may have to override more virtual functions if they're causing issues
public:
Aura(NPCType *type_data, Mob *owner, AuraRecord &record);
~Aura() { };
bool IsAura() const { return true; }
bool Process();
void Depop(bool skip_strip = false);
Mob *GetOwner();
void ProcessOnAllFriendlies(Mob *owner);
void ProcessOnAllGroupMembers(Mob *owner);
void ProcessOnGroupMembersPets(Mob *owner);
void ProcessTotem(Mob *owner);
void ProcessEnterTrap(Mob *owner);
void ProcessExitTrap(Mob *owner);
void ProcessSpawns();
// we only save auras that follow you, and player casted
inline bool AuraZones() { return movement_type == AuraMovement::Follow && aura_id > -1; }
inline int GetSpellID() { return spell_id; }
inline int GetAuraID() { return aura_id; }
inline void SetAuraID(int in) { aura_id = in; }
bool ShouldISpawnFor(Client *c);
// so when we join a group, we need to spawn not already spawned auras
// This is only possible when spawn type is GroupMembers
inline bool JoinGroupSpawnCheck() { return spawn_type == AuraSpawns::GroupMembers; }
private:
int m_owner;
int aura_id; // spell ID of the aura spell -1 if aura isn't from a casted spell
int spell_id; // spell we cast
float distance; // distance we remove
Timer remove_timer; // when we depop
Timer process_timer; // rate limit process calls
Timer cast_timer; // some auras pulse
Timer movement_timer; // rate limit movement updates
AuraType type;
AuraSpawns spawn_type;
AuraMovement movement_type;
std::function<void(Aura &, Mob *)> process_func;
std::set<int> casted_on; // we keep track of the other entities we've casted on
std::set<int> spawned_for;
};
#endif /* !AURA_H */