Initial MSVC 2008 projects workspace
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67
l2packets/l2world/L2Npc.h
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67
l2packets/l2world/L2Npc.h
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#ifndef H_L2NPC
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#define H_L2NPC
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#include "L2Character.h"
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/** \class L2Npc
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Every L2Npc is L2Character:\n
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Every L2Character is L2Object (has objectID, x, y, z)\n
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Every L2Character has LEVEL!\n
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Every L2Character has its charName and charTitle\n
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Every L2Character has its heading\n
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Every L2Character has moving speed in states: running, walking\n
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Every L2Character has its move destination: xDst, yDst, zDst\n
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Every l2Character can calc its position based on destnation point and time passed since last calc\n
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Every L2Character has its base stats: INT WIT MEN CON STR DEX\n
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Every L2Character has its stats: pAtk, mAtk, ..., curHp, maxHp, ...\n
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Every L2Character has abnormalEffect\n
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Every L2Character has its target\n
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Every L2Character can be in combat\n
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Every L2Character has its collision radius and height\n
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\n
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Additionally:\n
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Every L2Npc has its NPC templateID\n
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Every L2Npc can be attackable or not (attackable is mob, other is NPC. chooses default action on click)\n
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Every L2Npc has weapon/shield or bow/arrow in left/right hand\n
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*/
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class L2Npc : public L2Character
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{
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public:
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/** Default constructor calls setUnused() (zeroes all members) */
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L2Npc();
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/** Copy constructor
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* \param other source to copy from
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*/
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L2Npc( const L2Npc& other );
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/* Assigns all members of L2Npc class instance to other
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* \param other source to copy from
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* \return reference to this object */
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virtual const L2Npc& operator=( const L2Npc& other );
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/** Default destructor calls setUnused() (zeroes all members) */
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virtual ~L2Npc();
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public:
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/** Initializes object's state (zeroes all members)
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* \return none
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*/
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virtual void setUnused();
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public:
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/** Query database for name and title, using this object's templateID, and set them */
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virtual void setNpcNameTitleByTemplate();
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public:
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bool parse_NpcInfo( void *l2_game_packet, L2_VERSION l2_version );
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public:
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unsigned int templateID; ///< NPC template ID
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int isAttackable; ///< =1, if npc is auto attackable on double click (mob); 0 if double click begins chat with NPC (NPC)
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unsigned int iid_left_hand; ///< item ID of left hand weapon item
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unsigned int iid_chest; ///< item ID of chest (?)
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unsigned int iid_right_hand; ///< item ID of right hand weapon item
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};
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#endif
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