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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
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