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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 __Traits__
#define __Traits__
#include <vector>
#include <map>
#include "../../common/Mutex.h"
#include "../../common/types.h"
#include "../../common/EQPacket.h"
class Client;
struct TraitData
{
int32 spellID;
int8 level;
int8 classReq;
int8 raceReq;
bool isTrait;
bool isInate;
bool isFocusEffect;
bool isTraining;
int8 tier;
int8 group;
int32 item_id;
};
#define TRAITS_ATTRIBUTES 0
#define TRAITS_COMBAT 1
#define TRAITS_NONCOMBAT 2
#define TRAITS_POOLS 3
#define TRAITS_RESIST 4
#define TRAITS_TRADESKILL 5
class MasterTraitList
{
public:
MasterTraitList();
~MasterTraitList();
bool IdentifyNextTrait(Client* client, map <int8, vector<TraitData*> >* traitList, vector<TraitData*>* collectTraits, vector<TraitData*>* tieredTraits, std::map<int32, int8>* previousMatchedSpells, bool omitFoundMatches = false);
bool ChooseNextTrait(Client* client);
int16 GetSpellCount(Client* client, map <int8, vector<TraitData*> >* traits, bool onlyCharTraits = false);
bool IsPlayerAllowedTrait(Client* client, TraitData* trait);
bool GenerateTraitLists(Client* client, map <int8, map <int8, vector<TraitData*> > >* sortedTraitList, map <int8, vector<TraitData*> >* classTraining,
map <int8, vector<TraitData*> >* raceTraits, map <int8, vector<TraitData*> >* innateRaceTraits, map <int8, vector<TraitData*> >* focusEffects, int16 max_level = 0, int8 trait_group = 255);
/// <summary>Sorts the traits for the given client and creats and sends the trait packet.</summary>
/// <param name='client'>The Client calling this function</param>
/// <returns>EQ2Packet*</returns>
EQ2Packet* GetTraitListPacket(Client* client);
/// <summary>Add trait data to the global list.</summary>
/// <param name='data'>The trait data to add.</param>
void AddTrait(TraitData* data);
/// <summary>Get the total number of traits in the global list.</summary>
int Size();
/// <summary>Get the trait data for the given spell.</summary>
/// <param name='spellID'>Spell ID to get trait data for.</param>
TraitData* GetTrait(int32 spellID);
/// <summary>Get the trait data for the given item.</summary>
/// <param name='itemID'>Item ID to map to the trait data.</param>
TraitData* GetTraitByItemID(int32 itemID);
/// <summary>Empties the master trait list</summary>
void DestroyTraits();
private:
vector <TraitData*> TraitList;
Mutex MMasterTraitList;
};
#endif