5a8ffc3385
Fixes #80 forceMapCheck added at Spawn level and applicable to GroundSpawn class, once map is loaded this can force a future map check and send all forced updates to clients to make sure they receive the new Y position. This was only applied to ground spawns because other spawns may be floating, thus you do not want to force a Y position on them.
78 lines
2.7 KiB
C++
78 lines
2.7 KiB
C++
/*
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EQ2Emulator: Everquest II Server Emulator
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Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
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This file is part of EQ2Emulator.
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EQ2Emulator 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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EQ2Emulator 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 EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef __EQ2_GroundSpawn__
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#define __EQ2_GroundSpawn__
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#include "Spawn.h"
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#include "client.h"
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#include "../common/Mutex.h"
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class GroundSpawn : public Spawn {
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public:
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GroundSpawn();
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virtual ~GroundSpawn();
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GroundSpawn* Copy(){
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GroundSpawn* new_spawn = new GroundSpawn();
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new_spawn->size = size;
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new_spawn->SetPrimaryCommands(&primary_command_list);
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new_spawn->SetSecondaryCommands(&secondary_command_list);
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new_spawn->database_id = database_id;
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new_spawn->primary_command_list_id = primary_command_list_id;
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new_spawn->secondary_command_list_id = secondary_command_list_id;
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memcpy(&new_spawn->appearance, &appearance, sizeof(AppearanceData));
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new_spawn->faction_id = faction_id;
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new_spawn->target = 0;
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new_spawn->SetTotalHP(GetTotalHP());
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new_spawn->SetTotalPower(GetTotalPower());
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new_spawn->SetHP(GetHP());
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new_spawn->SetPower(GetPower());
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new_spawn->SetNumberHarvests(number_harvests);
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new_spawn->SetAttemptsPerHarvest(num_attempts_per_harvest);
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new_spawn->SetGroundSpawnEntryID(groundspawn_id);
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new_spawn->SetCollectionSkill(collection_skill.c_str());
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new_spawn->SetQuestsRequired(GetQuestsRequired());
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new_spawn->forceMapCheck = forceMapCheck;
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return new_spawn;
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}
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bool IsGroundSpawn(){ return true; }
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EQ2Packet* serialize(Player* player, int16 version);
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int8 GetNumberHarvests();
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void SetNumberHarvests(int8 val);
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int8 GetAttemptsPerHarvest();
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void SetAttemptsPerHarvest(int8 val);
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int32 GetGroundSpawnEntryID();
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void SetGroundSpawnEntryID(int32 val);
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void ProcessHarvest(Client* client);
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void SetCollectionSkill(const char* val);
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const char* GetCollectionSkill();
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string GetHarvestMessageName(bool present_tense = false, bool failure = false);
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string GetHarvestSpellType();
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string GetHarvestSpellName();
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void HandleUse(Client* client, string type);
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private:
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int8 number_harvests;
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int8 num_attempts_per_harvest;
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int32 groundspawn_id;
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string collection_skill;
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Mutex MHarvest;
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Mutex MHarvestUse;
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};
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#endif
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