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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
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