Rules.h 7.6 KB

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  1. /*
  2. EQ2Emulator: Everquest II Server Emulator
  3. Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
  4. This file is part of EQ2Emulator.
  5. EQ2Emulator is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9. EQ2Emulator is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #ifndef RULES_H_
  17. #define RULES_H_
  18. #include <string.h>
  19. #include <map>
  20. #include "../../common/Mutex.h"
  21. #include "../../common/types.h"
  22. using namespace std;
  23. enum RuleCategory {
  24. R_Client,
  25. R_Faction,
  26. R_Guild,
  27. R_Player,
  28. R_PVP,
  29. R_Combat,
  30. R_Spawn,
  31. R_UI,
  32. R_World,
  33. R_Zone,
  34. R_Loot,
  35. R_Spells,
  36. R_Expansion
  37. };
  38. enum RuleType {
  39. /* CLIENT */
  40. ShowWelcomeScreen,
  41. /* FACTION */
  42. AllowFactionBasedCombat,
  43. /* GUILD */
  44. /* PLAYER */
  45. MaxLevel,
  46. MaxLevelOverrideStatus,
  47. MaxPlayers,
  48. MaxPlayersOverrideStatus,
  49. VitalityAmount,
  50. VitalityFrequency,
  51. MaxAA,
  52. MaxClassAA,
  53. MaxSubclassAA,
  54. MaxShadowsAA,
  55. MaxHeroicAA,
  56. MaxTradeskillAA,
  57. MaxPrestigeAA,
  58. MaxTradeskillPrestigeAA,
  59. MaxDragonAA,
  60. MinLastNameLevel,
  61. MaxLastNameLength,
  62. MinLastNameLength,
  63. DisableHouseAlignmentRequirement,
  64. MentorItemDecayRate,
  65. TemporaryItemLogoutTime,
  66. HeirloomItemShareExpiration,
  67. SwimmingSkillMinSpeed,
  68. SwimmingSkillMaxSpeed,
  69. SwimmingSkillMinBreathLength,
  70. SwimmingSkillMaxBreathLength,
  71. /* PVP */
  72. AllowPVP,
  73. LevelRange,
  74. InvisPlayerDiscoveryRange,
  75. PVPMitigationModByLevel,
  76. /* COMBAT */
  77. MaxCombatRange,
  78. DeathExperienceDebt,
  79. GroupExperienceDebt,
  80. PVPDeathExperienceDebt,
  81. ExperienceToDebt,
  82. ExperienceDebtRecoveryPercent,
  83. ExperienceDebtRecoveryPeriod,
  84. EnableSpiritShards,
  85. SpiritShardSpawnScript,
  86. ShardDebtRecoveryPercent,
  87. ShardRecoveryByRadius,
  88. EffectiveMitigationCapLevel,
  89. CalculatedMitigationCapLevel,
  90. MitigationLevelEffectivenessMax,
  91. MitigationLevelEffectivenessMin,
  92. MaxMitigationAllowed,
  93. MaxMitigationAllowedPVP,
  94. StrengthNPC,
  95. StrengthOther,
  96. /* SPAWN */
  97. SpeedMultiplier,
  98. ClassicRegen,
  99. HailMovementPause,
  100. HailDistance,
  101. UseHardCodeWaterModelType,
  102. UseHardCodeFlyingModelType,
  103. //SpeedRatio,
  104. /* UI */
  105. MaxWhoResults,
  106. MaxWhoOverrideStatus,
  107. /* WORLD */
  108. DefaultStartingZoneID,
  109. EnablePOIDiscovery,
  110. GamblingTokenItemID,
  111. GuildAutoJoin,
  112. GuildAutoJoinID,
  113. GuildAutoJoinDefaultRankID,
  114. ServerLocked,
  115. ServerLockedOverrideStatus,
  116. SyncZonesWithLogin,
  117. SyncEquipWithLogin,
  118. UseBannedIPsTable,
  119. LinkDeadTimer,
  120. RemoveDisconnectedClientsTimer,
  121. PlayerCampTimer,
  122. GMCampTimer,
  123. AutoAdminPlayers,
  124. AutoAdminGMs,
  125. AutoAdminStatusValue,
  126. DuskTime,
  127. DawnTime,
  128. ThreadedLoad,
  129. TradeskillSuccessChance,
  130. TradeskillCritSuccessChance,
  131. TradeskillFailChance,
  132. TradeskillCritFailChance,
  133. TradeskillEventChance,
  134. EditorURL,
  135. EditorIncludeID,
  136. EditorOfficialServer,
  137. GroupSpellsTimer,
  138. SavePaperdollImage,
  139. SaveHeadshotImage,
  140. SendPaperdollImagesToLogin,
  141. TreasureChestDisabled,
  142. StartingZoneLanguages,
  143. StartingZoneRuleFlag,
  144. EnforceRacialAlignment,
  145. /* ZONE */
  146. MinZoneLevelOverrideStatus,
  147. MinZoneAccessOverrideStatus,
  148. XPMultiplier,
  149. TSXPMultiplier,
  150. WeatherEnabled,
  151. WeatherType,
  152. MinWeatherSeverity,
  153. MaxWeatherSeverity,
  154. WeatherChangeFrequency,
  155. WeatherChangePerInterval,
  156. WeatherDynamicMaxOffset,
  157. WeatherChangeChance,
  158. SpawnUpdateTimer,
  159. CheckAttackPlayer,
  160. CheckAttackNPC,
  161. HOTime,
  162. UseMapUnderworldCoords,
  163. MapUnderworldCoordOffset,
  164. /* LOOT */
  165. LootRadius,
  166. AutoDisarmChest, // if enabled disarm only works if you right click and disarm, clicking and opening chest won't attempt auto disarm
  167. ChestTriggerRadiusGroup,
  168. ChestUnlockedTimeDrop,
  169. AllowChestUnlockByDropTime,
  170. ChestUnlockedTimeTrap,
  171. AllowChestUnlockByTrapTime,
  172. /* SPELLS */
  173. NoInterruptBaseChance,
  174. EnableFizzleSpells,
  175. DefaultFizzleChance,
  176. FizzleMaxSkill,
  177. FizzleDefaultSkill,
  178. EnableCrossZoneGroupBuffs,
  179. EnableCrossZoneTargetBuffs,
  180. PlayerSpellSaveStateWaitInterval,
  181. PlayerSpellSaveStateCap,
  182. RequirePreviousTierScribe,
  183. CureSpellID,
  184. CureCurseSpellID,
  185. CureNoxiousSpellID,
  186. CureMagicSpellID,
  187. CureTraumaSpellID,
  188. CureArcaneSpellID,
  189. MinistrationSkillID,
  190. MinistrationPowerReductionMax,
  191. MinistrationPowerReductionSkill,
  192. MasterSkillReduceSpellResist,
  193. /* ZONE TIMERS */
  194. RegenTimer,
  195. ClientSaveTimer,
  196. ShutdownDelayTimer,
  197. WeatherTimer,
  198. SpawnDeleteTimer,
  199. GlobalExpansionFlag,
  200. GlobalHolidayFlag,
  201. DatabaseVersion,
  202. SkipLootGrayMob
  203. };
  204. class Rule {
  205. public:
  206. Rule();
  207. Rule(int32 category, int32 type, const char *value, const char *combined);
  208. Rule (Rule *rule_in);
  209. virtual ~Rule();
  210. void SetValue(const char *value) {strncpy(this->value, value, sizeof(this->value));}
  211. int32 GetCategory() {return category;}
  212. int32 GetType() {return type;}
  213. const char * GetValue() {return value;}
  214. const char * GetCombined() {return combined;}
  215. int8 GetInt8() {return (int8)atoul(value);}
  216. int16 GetInt16() {return (int16)atoul(value);}
  217. int32 GetInt32() {return (int32)atoul(value);}
  218. int64 GetInt64() {return (int64)atoi64(value);}
  219. sint8 GetSInt8() {return (sint8)atoi(value);}
  220. sint16 GetSInt16() {return (sint16)atoi(value);}
  221. sint32 GetSInt32() {return (sint32)atoi(value);}
  222. sint64 GetSInt64() {return (sint64)atoi64(value);}
  223. bool GetBool() {return atoul(value) > 0 ? true : false;}
  224. float GetFloat() {return atof(value);}
  225. char GetChar() {return value[0];}
  226. const char * GetString() {return value;}
  227. private:
  228. int32 category;
  229. int32 type;
  230. char value[64];
  231. char combined[256];
  232. };
  233. class RuleSet {
  234. public:
  235. RuleSet();
  236. RuleSet(RuleSet *in_rule_set);
  237. virtual ~RuleSet();
  238. void CopyRulesInto(RuleSet *in_rule_set);
  239. void SetID(int32 id) {this->id = id;}
  240. void SetName(const char *name) {strncpy(this->name, name, sizeof(this->name));}
  241. int32 GetID() {return id;}
  242. const char *GetName() {return name;}
  243. void AddRule(Rule *rule);
  244. Rule * GetRule(int32 category, int32 type);
  245. Rule * GetRule(const char *category, const char *type);
  246. void ClearRules();
  247. map<int32, map<int32, Rule *> > * GetRules() {return &rules;}
  248. private:
  249. int32 id;
  250. char name[64];
  251. Mutex m_rules;
  252. map<int32, map<int32, Rule *> > rules;
  253. };
  254. class RuleManager {
  255. public:
  256. RuleManager();
  257. virtual ~RuleManager();
  258. void Init();
  259. void Flush(bool reinit=false);
  260. void LoadCodedDefaultsIntoRuleSet(RuleSet *rule_set);
  261. bool AddRuleSet(RuleSet *rule_set);
  262. int32 GetNumRuleSets();
  263. void ClearRuleSets();
  264. Rule * GetBlankRule() {return &blank_rule;}
  265. bool SetGlobalRuleSet(int32 rule_set_id);
  266. Rule * GetGlobalRule(int32 category, int32 type);
  267. Rule * GetGlobalRule(const char* category, const char* type);
  268. bool SetZoneRuleSet(int32 zone_id, int32 rule_set_id);
  269. Rule * GetZoneRule(int32 zone_id, int32 category, int32 type);
  270. void ClearZoneRuleSets();
  271. RuleSet * GetGlobalRuleSet() {return &global_rule_set;}
  272. map<int32, map<int32, Rule *> > * GetRules() {return &rules;}
  273. private:
  274. Mutex m_rule_sets;
  275. Mutex m_global_rule_set;
  276. Mutex m_zone_rule_sets;
  277. Rule blank_rule; /* READ ONLY */
  278. map<int32, map<int32, Rule *> > rules; /* all of the rules loaded with their defaults (FROM THE CODE). map<category, map<type, rule>> */
  279. map<int32, RuleSet *> rule_sets; /* all of the possible rule sets from the database. map<rule set id, rule set> */
  280. RuleSet global_rule_set; /* the global rule set, first fill it the defaults from the code, then over ride from the database */
  281. map<int32, RuleSet *> zone_rule_sets; /* references to a zone's rule set. map<zone id, rule set> */
  282. };
  283. #endif