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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
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