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/*
EQ2Emulator: Everquest II Server Emulator
Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
This file is part of EQ2Emulator.
EQ2Emulator 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, either version 3 of the License, or
(at your option) any later version.
EQ2Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; 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 EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef __EQ2_TRADESKILLS__
#define __EQ2_TRADESKILLS__
#include "../../common/types.h"
#include "../../common/Mutex.h"
#include "../Items/Items.h"
#include <map>
class Player;
class Spawn;
class Recipe;
class Client;
struct TradeskillEvent
{
char Name[250];
int16 Icon;
int32 Technique;
int16 SuccessProgress;
int16 SuccessDurability;
int16 SuccessHP;
int16 SuccessPower;
int32 SuccessSpellID;
int32 SuccessItemID;
sint16 FailProgress;
sint16 FailDurability;
sint16 FailHP;
sint16 FailPower;
};
struct Tradeskill
{
Player* player;
Spawn* table;
Recipe* recipe;
int32 currentProgress;
int32 currentDurability;
int32 nextUpdateTime;
vector<pair<int32, int16>> usedComponents;
TradeskillEvent* CurrentEvent;
bool eventChecked;
bool eventCountered;
};
class TradeskillMgr
{
public:
TradeskillMgr();
~TradeskillMgr();
/// <summary>Determines if an update is needed if so send one and stop crafting if finished</summary>
void Process();
/// <summary>Starts the actual crafting process</summary>
/// <param name='client'>Client that is crafting</param>
/// <param name='components'>List of items the player is using to craft</param>
void BeginCrafting(Client* client, vector<pair<int32, int16>> components);
/// <summary>Stops the crafting process</summary>
/// <param name='client'>Client that stopped crafting</param>
/// <param name='lock'>Does the list need a mutex lock? default = true</param>
void StopCrafting(Client* client, bool lock = true);
/// <summary>Checks to see if the given client is crafting</summary>
/// <param name='client'>The client to check</param>
/// <returns>True if the client is crafting</returns>
bool IsClientCrafting(Client* client);
/// <summary>Get the tradeskill struct for the given client</summary>
/// <param name='client'>The client to get the tradeskill struct for</param>
/// <returns>Pointer to the clients tradeskill struct, or 0 if they don't have one</returns>
Tradeskill* GetTradeskill(Client* client);
/// <summary>Check to see if we countered the tradeskill event</summary>
/// <param name='client'>The client to check for</param>
/// <param name='icon'>The icon of the spell we casted</param>
void CheckTradeskillEvent(Client* client, int16 icon);
/// <summary>Lock the tradeskill list for reading, should never need to write to the tradeskill list outside of the TradeskillMgr class</summary>
/// <param name='function'>Function name that called this lock</param>
/// <param name='line'>Line number this lock was called from</param>
void ReadLock(const char* function = (const char*)0, int32 line = 0) { m_tradeskills.readlock(function, line); }
/// <summary>Releases the red lock on the tradeskill list</summary>
/// <param name='function'>Function name that is releasing the lock</param>
/// <param name='line'>Line number that is releasing the lock</param>
void ReleaseReadLock(const char* function = (const char*)0, int32 line = 0) { m_tradeskills.releasereadlock(function, line); }
int32 GetTechniqueSuccessAnim(int16 version, int32 technique);
int32 GetTechniqueFailureAnim(int16 version, int32 technique);
int32 GetTechniqueIdleAnim(int16 version, int32 technique);
int32 GetMissTargetAnim(int16 version);
int32 GetKillMissTargetAnim(int16 version);
void SetClientIdleVisualState(Client* client, Tradeskill* ts);
private:
/// <summary>Sends the creation window</summary>
/// <param name='client'>Client to send the window to</param>
/// <param name='recipe'>The recipe being crafted</param>
void SendItemCreationUI(Client* client, Recipe* recipe);
map<Client*, Tradeskill*> tradeskillList;
Mutex m_tradeskills;
float m_critFail;
float m_critSuccess;
float m_fail;
float m_success;
float m_eventChance;
};
class MasterTradeskillEventsList
{
public:
MasterTradeskillEventsList();
~MasterTradeskillEventsList();
/// <summary>Adds a tradeskill event to the master list</summery>
/// <param name='tradeskillEvent'>The event to add</param>
void AddEvent(TradeskillEvent* tradeskillEvent);
/// <summary>Gets a list of tradeskill events for the given technique</summery>
/// <param name='technique'>The skill id of the technique</param>
/// <returns>Vector of TradeskillEvent* for the given technique</returns>
vector<TradeskillEvent*>* GetEventByTechnique(int32 technique);
/// <summary>Get the size of the event list</summary>
/// <returns>int32 containing the size of the list</returns>
int32 Size();
private:
Mutex m_eventList;
map<int32, vector<TradeskillEvent*> > eventList;
};
#endif