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