123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420 |
- /*
- 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_SPELL_PROCESS__
- #define __EQ2_SPELL_PROCESS__
- #include <mutex>
- #include <shared_mutex>
- #include "client.h"
- #include "Spells.h"
- #include "zoneserver.h"
- #include "LuaInterface.h"
- #include "MutexMap.h"
- #include "MutexList.h"
- #include "World.h"
- #include "HeroicOp/HeroicOp.h"
- #define MODIFY_HEALTH 1
- #define MODIFY_FOCUS 2
- #define MODIFY_DEFENSE 3
- #define MODIFY_POWER 4
- #define MODIFY_SPEED 5
- #define MODIFY_INT 6
- #define MODIFY_WIS 7
- #define MODIFY_STR 8
- #define MODIFY_AGI 9
- #define MODIFY_STA 10
- #define MODIFY_COLD_RESIST 11
- #define MODIFY_HEAT_RESIST 12
- #define MODIFY_DISEASE_RESIST 13
- #define MODIFY_POISON_RESIST 14
- #define MODIFY_MAGIC_RESIST 15
- #define MODIFY_MENTAL_RESIST 16
- #define MODIFY_DIVINE_RESIST 17
- #define MODIFY_ATTACK 18
- #define MODIFY_MITIGATION 19
- #define MODIFY_AVOIDANCE 20
- #define MODIFY_CONCENTRATION 21
- #define MODIFY_EXP 22
- #define MODIFY_FACTION 23
- #define CHANGE_SIZE 24
- #define CHANGE_RACE 25
- #define CHANGE_LOCATION 26
- #define CHANGE_ZONE 27
- #define CHANGE_PREFIX_TITLE 28
- #define CHANGE_DEITY 29
- #define CHANGE_LAST_NAME 30
- #define MODIFY_HASTE 31
- #define MODIFY_SKILL 32
- #define CHANGE_TARGET 33
- #define CHANGE_LEVEL 34
- #define MODIFY_SPELL_CAST_TIME 35
- #define MODIFY_SPELL_POWER_REQ 36
- #define MODIFY_SPELL_HEALTH_REQ 37
- #define MODIFY_SPELL_RECOVERY 38
- #define MODIFY_SPELL_RECAST_TIME 39
- #define MODIFY_SPELL_RADIUS 40
- #define MODIFY_SPELL_AOE_TARGETS 41
- #define MODIFY_SPELL_RANGE 42
- #define MODIFY_SPELL_DURATION 43
- #define MODIFY_SPELL_RESISTIBILITY 44
- #define MODIFY_DAMAGE 45
- #define MODIFY_DELAY 46
- #define MODIFY_TRADESKILL_EXP 47
- #define ADD_MOUNT 48
- #define REMOVE_MOUNT 49
- #define MODIFY_SPELL_CRIT_CHANCE 50
- #define MODIFY_CRIT_CHANCE 51
- #define SUMMON_ITEM 52
- #define MODIFY_JUMP 53
- #define MODIFY_FALL_SPEED 54
- #define INFLICT_DAMAGE 55
- #define ADD_DOT 56
- #define REMOVE_DOT 57
- #define HEAL_TARGET 58
- #define HEAL_AOE 59
- #define INFLICT_AOE_DAMAGE 60
- #define HEAL_GROUP_AOE 61
- #define ADD_AOE_DOT 62
- #define REMOVE_AOE_DOT 63
- #define ADD_HOT 64
- #define REMOVE_HOT 65
- #define MODIFY_AGGRO_RANGE 66
- #define BLIND_TARGET 67
- #define UNBLIND_TARGET 68
- #define KILL_TARGET 69
- #define RESURRECT_TARGET 70
- #define CHANGE_SUFFIX_TITLE 71
- #define SUMMON_PET 72
- #define MODIFY_HATE 73
- #define ADD_REACTIVE_HEAL 74
- #define MODIFY_POWER_REGEN 75
- #define MODIFY_HP_REGEN 76
- #define FEIGN_DEATH 77
- #define MODIFY_VISION 78
- #define INVISIBILITY 79
- #define CHARM_TARGET 80
- #define MODIFY_TRADESKILL_DURABILITY 81
- #define MODIFY_TRADESKILL_PROGRESS 82
- #define ACTIVE_SPELL_NORMAL 0
- #define ACTIVE_SPELL_ADD 1
- #define ACTIVE_SPELL_REMOVE 2
- #define GET_VALUE_BAD_VALUE 0xFFFFFFFF
- struct InterruptStruct{
- Spawn* interrupted;
- Spawn* target;
- LuaSpell* spell;
- int16 error_code;
- };
- struct CastTimer{
- Client* caster;
- int32 target_id;
- EntityCommand* entity_command;
- LuaSpell* spell;
- Timer* timer;
- ZoneServer* zone;
- bool delete_timer;
- bool in_heroic_opp;
- };
- struct CastSpell{
- Entity* caster;
- Spawn* target;
- int32 spell_id;
- ZoneServer* zone;
- };
- struct RecastTimer{
- Entity* caster;
- Client* client;
- Spell* spell;
- Timer* timer;
- int32 spell_id;
- int32 linked_timer;
- int32 type_group_spell_id;
- };
- /// <summary> Handles all spell casts for a zone, only 1 SpellProcess per zone </summary>
- class SpellProcess{
- public:
- SpellProcess();
- ~SpellProcess();
- /// <summary>Remove all spells from the SpellProcess </summary>
- void RemoveAllSpells();
- /// <summary>Main loop, handles everything (interupts, cast time, recast, ...) </summary>
- void Process();
- /// <summary>Interrupts the caster (creates the InterruptStruct and adds it to a list)</summary>
- /// <param name='caster'>Entity being interrupted</param>
- /// <param name='interruptor'>Spawn that interrupted the caster</param>
- /// <param name='error_code'>The error code</param>
- /// <param name='cancel'>Bool if the spell was cancelled not interrupted</param>
- void Interrupted(Entity* caster, Spawn* interruptor, int16 error_code, bool cancel = false, bool from_movement = false);
- /// <summary>Does all the checks and actually casts the spell</summary>
- /// <param name='zone'>The current ZoneServer</param>
- /// <param name='spell'>The Spell to cast</param>
- /// <param name='caster'>The Entity casting the spell</param>
- /// <param name='target'>The target(Spawn) of the spell</param>
- /// <param name='lock'>??? not currently used</param>
- /// <param name='harvest_spell'>Is this a harvest spell?</param>
- void ProcessSpell(ZoneServer* zone, Spell* spell, Entity* caster, Spawn* target = 0, bool lock = true, bool harvest_spell = false, LuaSpell* customSpell = 0, int16 custom_cast_time = 0, bool in_heroic_opp = false);
- /// <summary>Cast an EntityCommand (right click menu)</summary>
- /// <param name='zone'>The current ZoneServer</param>
- /// <param name='entity_command'>the EntityCommand to cast</param>
- /// <param name='caster'>The Entity casting the EntityCommand</param>
- /// <param name='target'>The target(Spawn*) of the EntityCommand</param>
- /// <param name='lock'>??? not currently used</param>
- void ProcessEntityCommand(ZoneServer* zone, EntityCommand* entity_command, Entity* caster, Spawn* target, bool lock = true, bool in_heroic_opp = false);
- /// <summary>Checks to see if the caster has enough power and takes it</summary>
- /// <param name='spell'>LuaSpell to check and take power for (LuaSpell contains the caster)</param>
- /// <returns>True if caster had enough power</returns>
- bool TakePower(LuaSpell* spell, int32 custom_power_req = 0);
- /// <summary>Check to see if the caster has enough power to cast the spell</summary>
- /// <param name='spell'>LuaSpell to check (LuaSpell contains the caster)</param>
- /// <returns>True if the caster has enough power</returns>
- bool CheckPower(LuaSpell* spell);
- /// <summary>Check to see if the caster has enough hp and take it</summary>
- /// <param name='spell'>LuaSpell to check and take hp for (LuaSpell contains the caster)</param>
- /// <returns>True if the caster had enough hp</returns>
- bool TakeHP(LuaSpell* spell, int32 custom_hp_req = 0);
- /// <summary>Check to see if the caster has enough hp to cast the spell</summary>
- /// <param name='spell'>LuaSpell to check (LuaSpell contains the caster)</param>
- /// <returns>True if the caster had enough hp</returns>
- bool CheckHP(LuaSpell* spell);
- /// <summary>Check to see if the caster has enough concentration available to cast the spell</summary>
- /// <param name='spell'>LuaSpell to check (LuaSpell contains the caster)</param>
- /// <returns>True if the caster has enough concentration</returns>
- bool CheckConcentration(LuaSpell* spell);
- bool CheckSavagery(LuaSpell* spell);
- bool TakeSavagery(LuaSpell* spell);
- bool CheckDissonance(LuaSpell* spell);
- bool AddDissonance(LuaSpell* spell);
- /// <summary>Check to see if the caster has enough concentration available and add to the casters concentration</summary>
- /// <param name='spell'>LuaSpell to check (LuaSpell contains the caster)</param>
- /// <returns>True of the caster had enough concentration</returns>
- bool AddConcentration(LuaSpell* spell);
- /// <summary>Cast the spell, calls ProcessSpell for the given LuaSpell, as well as sends the messages for the spells and calls the casted on function in the targets spawn script</summary>
- /// <param name='spell'>LuaSpell to cast</param>
- /// <param name='passive'>Is this a passive spell being cast?</param>
- /// <returns>True if the spell was casted</returns>
- bool CastProcessedSpell(LuaSpell* spell, bool passive = false, bool in_heroic_opp = false);
- /// <summary>Cast the EntityCommand, calls ProcessEntityCommand for the given EntityCommand, as well as sends the messages for the command and calls the casted on function in the targets spawn script</summary>
- /// <param name='entity_command'>EntityCommand to cast</param>
- /// <param name='client'>Client casting the entity command</param>
- /// <returns>True if the spell was casted</returns>
- bool CastProcessedEntityCommand(EntityCommand* entity_command, Client* client, Spawn* target, bool in_heroic_opp = false);
- /// <summary>Sends the start cast packet for the given client</summary>
- /// <param name='spell'>LuaSpell being cast</param>
- /// <param name='client'>The client casting the spell</param>
- void SendStartCast(LuaSpell* spell, Client* client);
- /// <summary>Send finish cast packet and take power/hp or add conc, also checks for quest updates</summary>
- /// <param name='spell'>LuaSpell that just finished casting</param>
- /// <param name='client'>Client that just finished casting, null if not a player</param>
- void SendFinishedCast(LuaSpell* spell, Client* client);
- /// <summary>Locks all the spells for the given client (shades them all gray)</summary>
- /// <param name='client'>Client to lock the spells for</param>
- void LockAllSpells(Client* client);
- /// <summary>Unlock all the spells for the given client</summary>
- /// <param name='client'>Client to unlock the spells for</param>
- void UnlockAllSpells(Client* client, Spell* exception = 0);
- /// <summary>Unlock a single spell for the given client</summary>
- /// <param name='client'>The client to unlock the spell for</param>
- /// <param name='spell'>The spell to unlock</param>
- void UnlockSpell(Client* client, Spell* spell);
- /// <summary>Remove the given spell for the given caster from the SpellProcess</summary>
- /// <param name='caster'>The spawn to remove the spell for</param>
- /// <param name='spell'>The spell to remove</param>
- bool DeleteCasterSpell(Spawn* caster, Spell* spell, string reason = "");
- /// <summary>Remove the given spell from the ZpellProcess</summary>
- /// <param name='spell'>LuaSpell to remove</param>
- bool DeleteCasterSpell(LuaSpell* spell, string reason="", bool removing_all_spells = false, Spawn* remove_target = nullptr);
- /// <summary>Interrupt the spell</summary>
- /// <param name='interrupt'>InterruptStruct that contains all the info</param>
- void CheckInterrupt(InterruptStruct* interrupt);
- /// <summary>Removes the timers for the given spawn</summary>
- /// <param name='spawn'>Spawn to remove the timers for</param>
- /// <param name='remove_all'>Remove all timers (cast, recast, active, queue, interrupted)? If false only cast timers are removed</param>
- void RemoveSpellTimersFromSpawn(Spawn* spawn, bool remove_all = false, bool delete_recast = false, bool call_expire_function = true, bool lock_spell_process = false);
- /// <summary>Sets the recast timer for the spell </summary>
- /// <param name='spell'>The spell to set the recast for</param>
- /// <param name='caster'>The entity to set the recast for</param>
- /// <param name='timer_override'>Change the recast timer of the spell</param>
- /// <param name='check_linked_timers'>Set the recast on all other spells the player has with the same timer</param>
- void CheckRecast(Spell* spell, Entity* caster, float timer_override = 0, bool check_linked_timers = true);
- /// <summary>Add a spell to the queue for the player</summary>
- /// <param name='spell'>Spell to add</param>
- /// <param name='caster'>Entity's queue to add the spell to, if not a player function does nothing</param>
- void AddSpellToQueue(Spell* spell, Entity* caster);
- /// <summary>Removes a spell from the queue for the player</summary>
- /// <param name='spell'>Spell to remove from the queue</param>
- /// <param name='caster'>Entity's queue to remove the spell from, if not a player function does nothing</param>
- void RemoveSpellFromQueue(Spell* spell, Entity* caster, bool send_update = true);
- /// <summary>Clear the queue, or clear only hostile spells from the queue</summary>
- /// <param name='caster'>Entity to clear the queue for, if not player function does nothing</param>
- /// <param name='hostile_only'>Set to true to only remove hostile spells, default is false</param>
- void RemoveSpellFromQueue(Entity* caster, bool hostile_only = false);
- /// <summary>Check the given enities queue for the spell, if found remove, if not found add</summary>
- /// <param name='spell'>Spell to check for</param>
- /// <param name='caster'>Entity's queue to check, if not player function does nothing</param>
- bool CheckSpellQueue(Spell* spell, Entity* caster);
- /// <summary>Checks to see if the entity can cast the spell </summary>
- /// <param name='spell'>The spell being cast</param>
- /// <param name='caster'>The entity casting the spell </param>
- bool IsReady(Spell* spell, Entity* caster);
- /// <summary>Send the spell book update packet to the given client</summary>
- /// <param name='client'>Client to send the packet to</param>
- void SendSpellBookUpdate(Client* client);
- /// <summary>Gets the target of the currently casting spell for the given entity</summary>
- /// <param name='caster'>Entity whos spell we are checking</param>
- /// <returns>Spawn* - the spells target</returns>
- Spawn* GetSpellTarget(Entity* caster);
- /// <summary>Gets the currently casting spell for the given entity</summary>
- /// <param name='caster'>Entity to get the spell for</param>
- /// <returns>Spell* for the currently casting spell</returns>
- Spell* GetSpell(Entity* caster);
- /// <summary>Gets the currently casting LuaSpell for the given entity</summary>
- /// <param name='caster'>Entity to get the LuaSpell for</param>
- /// <returns>LuaSpell* for the currently casting spell</returns>
- LuaSpell* GetLuaSpell(Entity* caster);
- /// <summary>Gets the targets for the spell and adds them to the LuaSpell targets array</summary>
- /// <param name='luaspell'>LuaSpell to get the targets for</param>
- static void GetSpellTargets(LuaSpell* luaspell);
- static bool GetPlayerGroupTargets(Player* target, Spawn* caster, LuaSpell* luaspell, bool bypassSpellChecks=false, bool bypassRangeChecks=false);
- /// <summary>Gets targets for a true aoe spell (not an encounter ae) and adds them to the LuaSpell targets array</summary>
- /// <param name='luaspell'>LuaSpell to get the targets for</param>
- static void GetSpellTargetsTrueAOE(LuaSpell* luaspell);
- /// <summary>Applies or removes passive spells, bypasses the spell queue and treats the spell as an insta cast spell</summary>
- /// <param name='spell'>The passive spell to apply or remove</param>
- /// <param name='caster'>The Entity to apply or remove the passive spell to</param>
- /// <param name='remove'>Tells the function to remove the spell effects of this passive, default is false</param>
- bool CastPassives(Spell* spell, Entity* caster, bool remove = false);
- bool CastInstant(Spell* spell, Entity* caster, Entity* target, bool remove = false, bool passive=false);
- /// <summary>Adds a spell script timer to the list</summary>
- /// <param name='timer'>Timer to add</param>
- void AddSpellScriptTimer(SpellScriptTimer* timer);
- /// <summary>Removes a spell script timer from the list</summary>
- /// <param name='timer'>Timer to remove</param>
- void RemoveSpellScriptTimer(SpellScriptTimer* timer, bool locked=false);
- void RemoveSpellScriptTimerBySpell(LuaSpell* spell, bool clearPendingDeletes=true);
- /// <summary>Checks the spell script timers</summary>
- void CheckSpellScriptTimers();
- /// <summary>Checks to see if the list has the spell</summary>
- bool SpellScriptTimersHasSpell(LuaSpell* spell);
- std::string SpellScriptTimerCustomFunction(LuaSpell* spell);
- void ClearSpellScriptTimerList();
- MutexList<LuaSpell*>* GetActiveSpells() { return &active_spells; }
- void RemoveTargetFromSpell(LuaSpell* spell, Spawn* target, bool remove_caster = false);
- void CheckRemoveTargetFromSpell(LuaSpell* spell, bool allow_delete = true, bool removing_all_spells = false);
- /// <summary>Adds a solo HO to the SpellProcess</summary>
- /// <param name='client'>The client who is starting the HO</param>
- /// <param name='ho'>The HO that is being started</param>
- bool AddHO(Client* client, HeroicOP* ho);
- /// <summary>Adds a group HO to the SpellProcess</summary>
- /// <param name='group_id'>ID of the group that is starting the HO</param>
- /// <param name='ho'>The HO that is being started</param>
- bool AddHO(int32 group_id, HeroicOP* ho);
- /// <summary>Stops the HO that targets the given spawn</summary>
- /// <param name='spawn_id'>ID of the spawn targeted by the HO we want to stop</param>
- void KillHOBySpawnID(int32 spawn_id);
- void AddSpellCancel(LuaSpell* spell);
- void DeleteSpell(LuaSpell* spell);
- void SpellCannotStack(ZoneServer* zone, Client* client, Entity* caster, LuaSpell* lua_spell, LuaSpell* conflictSpell);
- bool ProcessSpell(LuaSpell* spell, bool first_cast = true, const char* function = 0, SpellScriptTimer* timer = 0, bool all_targets = false);
- std::string ApplyLuaFunction(LuaSpell* spell, bool first_cast, const char* function, SpellScriptTimer* timer, Spawn* altTarget = 0);
- void AddActiveSpell(LuaSpell* spell);
- static void AddSelfAndPet(LuaSpell* spell, Spawn* self, bool onlyPet=false);
- static void AddSelfAndPetToCharTargets(LuaSpell* spell, Spawn* caster, bool onlyPet=false);
- void DeleteActiveSpell(LuaSpell* spell);
- static bool AddLuaSpellTarget(LuaSpell* lua_spell, int32 id, bool lock_spell_targets = true);
- private:
- mutable std::shared_mutex MSpellProcess;
- MutexMap<Entity*,Spell*> spell_que;
- MutexList<LuaSpell*> active_spells;
- MutexList<CastTimer*> cast_timers;
- MutexList<InterruptStruct*>interrupt_list;
- MutexList<RecastTimer*> recast_timers;
- int32 last_checked_time;
- vector<SpellScriptTimer*> m_spellScriptList;
- Mutex MSpellScriptTimers;
- map<LuaSpell*, vector<int32>*> remove_target_list;
- Mutex MRemoveTargetList;
- vector<LuaSpell*> SpellCancelList;
- Mutex MSpellCancelList;
- Mutex MSoloHO;
- Mutex MGroupHO;
- map<Client*, HeroicOP*> m_soloHO;
- map<int32, HeroicOP*> m_groupHO;
- };
- #endif
|