164 lines
4.7 KiB
C++
164 lines
4.7 KiB
C++
// Copyright (C) 2007-2025 EQ2EMulator
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// Licensed under GPL v3
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#ifndef __EQ2_SKILLS_H__
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#define __EQ2_SKILLS_H__
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#include <map>
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#include <mutex>
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#include <shared_mutex>
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#include "../common/ConfigReader.h"
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#include "../common/types.h"
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#include "MutexMap.h"
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#define SKILL_TYPE_WEAPONRY 1
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#define SKILL_TYPE_SPELLCASTING 2
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#define SKILL_TYPE_AVOIDANCE 3
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#define SKILL_TYPE_ARMOR 4
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#define SKILL_TYPE_SHIELD 5
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#define SKILL_TYPE_HARVESTING 6
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#define SKILL_TYPE_ARTISAN 7
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#define SKILL_TYPE_CRAFTSMAN 8
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#define SKILL_TYPE_OUTFITTER 9
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#define SKILL_TYPE_SCHOLAR 10
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#define SKILL_TYPE_GENERAL 13
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#define SKILL_TYPE_LANGUAGE 14
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#define SKILL_TYPE_CLASS 15
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#define SKILL_TYPE_COMBAT 16
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#define SKILL_TYPE_WEAPON 17
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#define SKILL_TYPE_TSKNOWLEDGE 18
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#define SKILL_TYPE_GENERAL_DOF 11
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#define SKILL_TYPE_LANGUAGE_DOF 12
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#define SKILL_TYPE_CLASS_DOF 13
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#define SKILL_TYPE_COMBAT_DOF 14
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#define SKILL_TYPE_WEAPON_DOF 15
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#define SKILL_TYPE_TSKNOWLEDGE_DOF 16
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#define SKILL_ID_SCULPTING 1039865549
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#define SKILL_ID_ARTISTRY 3881305672
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#define SKILL_ID_FLETCHING 3076004370
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#define SKILL_ID_METALWORKING 4032608519
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#define SKILL_ID_METALSHAPING 3108933728
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#define SKILL_ID_TAILORING 2082133324
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#define SKILL_ID_CHEMISTRY 2557647574
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#define SKILL_ID_ARTIFICING 3330500131
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#define SKILL_ID_SCRIBING 773137566
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//the following update the current_value to the max_value as soon as the max_value is updated
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#define SKILL_ID_DUALWIELD 1852383242
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#define SKILL_ID_FISTS 3177806075
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#define SKILL_ID_DESTROYING 3429135390
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#define SKILL_ID_MAGIC_AFFINITY 2072844078
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#define SKILL_ID_GREATSWORD 2292577688 // aka 2h slashing
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#define SKILL_ID_GREATSPEAR 2380184628 // aka 2h piercing
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#define SKILL_ID_STAFF 3180399725 // aka 2h crushing
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/* Each SkillBonus is comprised of multiple possible skill bonus values. This is so one spell can modify
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more than one skill */
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struct SkillBonusValue {
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int32 skill_id;
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float value;
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};
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struct SkillBonus {
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int32 spell_id;
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map<int32, SkillBonusValue*> skills;
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};
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class Skill{
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public:
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Skill();
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Skill(Skill* skill);
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int32 skill_id;
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int16 current_val;
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int16 previous_val;
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int16 max_val;
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int32 skill_type;
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int8 display;
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EQ2_16BitString short_name;
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EQ2_16BitString name;
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EQ2_16BitString description;
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bool save_needed;
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bool active_skill;
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int CheckDisarmSkill(int16 targetLevel, int8 chest_difficulty=0);
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};
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class MasterSkillList{
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public:
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MasterSkillList();
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~MasterSkillList();
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void AddSkill(Skill* skill);
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int16 GetSkillCount();
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EQ2Packet* GetPopulateSkillsPacket(int16 version);
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map<int32, Skill*>* GetAllSkills();
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Skill* GetSkill(int32 skill_id);
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Skill* GetSkillByName(const char* skill_name);
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private:
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map<int32, Skill*> skills;
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map<int16, EQ2Packet*> populate_packets;
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};
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class PlayerSkillList{
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public:
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PlayerSkillList();
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~PlayerSkillList();
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void RemoveSkill(Skill* skill);
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void AddSkill(Skill* new_skill);
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bool CheckSkillIncrease(Skill* skill);
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Skill* GetSkillByName(const char* name);
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bool HasSkill(int32 skill_id);
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Skill* GetSkill(int32 skill_id);
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void IncreaseSkill(Skill* skill, int16 amount);
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void IncreaseSkill(int32 skill_id, int16 amount);
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void DecreaseSkill(Skill* skill, int16 amount);
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void DecreaseSkill(int32 skill_id, int16 amount);
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void SetSkill(Skill* skill, int16 value, bool send_update = true);
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void SetSkill(int32 skill_id, int16 value, bool send_update = true);
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void IncreaseSkillCap(Skill* skill, int16 amount);
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void IncreaseSkillCap(int32 skill_id, int16 amount);
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void DecreaseSkillCap(Skill* skill, int16 amount);
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void DecreaseSkillCap(int32 skill_id, int16 amount);
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void SetSkillCap(Skill* skill, int16 value);
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void SetSkillCap(int32 skill_id, int16 value);
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void IncreaseAllSkillCaps(int16 value);
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void IncreaseSkillCapsByType(int8 type, int16 value);
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void SetSkillCapsByType(int8 type, int16 value);
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void SetSkillValuesByType(int8 type, int16 value, bool send_update = true);
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void AddSkillUpdateNeeded(Skill* skill);
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void AddSkillBonus(int32 spell_id, int32 skill_id, float value);
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SkillBonus* GetSkillBonus(int32 spell_id);
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void RemoveSkillBonus(int32 spell_id);
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int16 CalculateSkillValue(int32 skill_id, int16 current_val);
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int16 CalculateSkillMaxValue(int32 skill_id, int16 max_val);
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EQ2Packet* GetSkillPacket(int16 version);
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vector<Skill*>* GetSaveNeededSkills();
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vector<Skill*>* GetSkillUpdates();
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map<int32, Skill*>* GetAllSkills();
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bool HasSkillUpdates();
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void ResetPackets();
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private:
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volatile bool has_updates;
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mutable std::shared_mutex MPlayerSkills;
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Mutex MSkillUpdates;
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int16 packet_count;
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uchar* orig_packet;
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int16 orig_packet_size;
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uchar* xor_packet;
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map<int32, Skill*> skills;
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map<string, Skill*> name_skill_map;
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vector<Skill*> skill_updates;
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MutexMap<int32, SkillBonus*> skill_bonus_list;
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};
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#endif
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