Rules.h 7.7 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. ShardLifetime,
  89. EffectiveMitigationCapLevel,
  90. CalculatedMitigationCapLevel,
  91. MitigationLevelEffectivenessMax,
  92. MitigationLevelEffectivenessMin,
  93. MaxMitigationAllowed,
  94. MaxMitigationAllowedPVP,
  95. StrengthNPC,
  96. StrengthOther,
  97. MaxSkillBonusByLevel,
  98. LockedEncounterNoAttack,
  99. /* SPAWN */
  100. SpeedMultiplier,
  101. ClassicRegen,
  102. HailMovementPause,
  103. HailDistance,
  104. UseHardCodeWaterModelType,
  105. UseHardCodeFlyingModelType,
  106. //SpeedRatio,
  107. /* UI */
  108. MaxWhoResults,
  109. MaxWhoOverrideStatus,
  110. /* WORLD */
  111. DefaultStartingZoneID,
  112. EnablePOIDiscovery,
  113. GamblingTokenItemID,
  114. GuildAutoJoin,
  115. GuildAutoJoinID,
  116. GuildAutoJoinDefaultRankID,
  117. ServerLocked,
  118. ServerLockedOverrideStatus,
  119. SyncZonesWithLogin,
  120. SyncEquipWithLogin,
  121. UseBannedIPsTable,
  122. LinkDeadTimer,
  123. RemoveDisconnectedClientsTimer,
  124. PlayerCampTimer,
  125. GMCampTimer,
  126. AutoAdminPlayers,
  127. AutoAdminGMs,
  128. AutoAdminStatusValue,
  129. DuskTime,
  130. DawnTime,
  131. ThreadedLoad,
  132. TradeskillSuccessChance,
  133. TradeskillCritSuccessChance,
  134. TradeskillFailChance,
  135. TradeskillCritFailChance,
  136. TradeskillEventChance,
  137. EditorURL,
  138. EditorIncludeID,
  139. EditorOfficialServer,
  140. GroupSpellsTimer,
  141. QuestQueueTimer,
  142. SavePaperdollImage,
  143. SaveHeadshotImage,
  144. SendPaperdollImagesToLogin,
  145. TreasureChestDisabled,
  146. StartingZoneLanguages,
  147. StartingZoneRuleFlag,
  148. EnforceRacialAlignment,
  149. MemoryCacheZoneMaps,
  150. AutoLockEncounter,
  151. /* ZONE */
  152. MinZoneLevelOverrideStatus,
  153. MinZoneAccessOverrideStatus,
  154. XPMultiplier,
  155. TSXPMultiplier,
  156. WeatherEnabled,
  157. WeatherType,
  158. MinWeatherSeverity,
  159. MaxWeatherSeverity,
  160. WeatherChangeFrequency,
  161. WeatherChangePerInterval,
  162. WeatherDynamicMaxOffset,
  163. WeatherChangeChance,
  164. SpawnUpdateTimer,
  165. CheckAttackPlayer,
  166. CheckAttackNPC,
  167. HOTime,
  168. UseMapUnderworldCoords,
  169. MapUnderworldCoordOffset,
  170. /* LOOT */
  171. LootRadius,
  172. AutoDisarmChest, // if enabled disarm only works if you right click and disarm, clicking and opening chest won't attempt auto disarm
  173. ChestTriggerRadiusGroup,
  174. ChestUnlockedTimeDrop,
  175. AllowChestUnlockByDropTime,
  176. ChestUnlockedTimeTrap,
  177. AllowChestUnlockByTrapTime,
  178. /* SPELLS */
  179. NoInterruptBaseChance,
  180. EnableFizzleSpells,
  181. DefaultFizzleChance,
  182. FizzleMaxSkill,
  183. FizzleDefaultSkill,
  184. EnableCrossZoneGroupBuffs,
  185. EnableCrossZoneTargetBuffs,
  186. PlayerSpellSaveStateWaitInterval,
  187. PlayerSpellSaveStateCap,
  188. RequirePreviousTierScribe,
  189. CureSpellID,
  190. CureCurseSpellID,
  191. CureNoxiousSpellID,
  192. CureMagicSpellID,
  193. CureTraumaSpellID,
  194. CureArcaneSpellID,
  195. MinistrationSkillID,
  196. MinistrationPowerReductionMax,
  197. MinistrationPowerReductionSkill,
  198. MasterSkillReduceSpellResist,
  199. /* ZONE TIMERS */
  200. RegenTimer,
  201. ClientSaveTimer,
  202. ShutdownDelayTimer,
  203. WeatherTimer,
  204. SpawnDeleteTimer,
  205. GlobalExpansionFlag,
  206. GlobalHolidayFlag,
  207. DatabaseVersion,
  208. SkipLootGrayMob
  209. };
  210. class Rule {
  211. public:
  212. Rule();
  213. Rule(int32 category, int32 type, const char *value, const char *combined);
  214. Rule (Rule *rule_in);
  215. virtual ~Rule();
  216. void SetValue(const char *value) {strncpy(this->value, value, sizeof(this->value));}
  217. int32 GetCategory() {return category;}
  218. int32 GetType() {return type;}
  219. const char * GetValue() {return value;}
  220. const char * GetCombined() {return combined;}
  221. int8 GetInt8() {return (int8)atoul(value);}
  222. int16 GetInt16() {return (int16)atoul(value);}
  223. int32 GetInt32() {return (int32)atoul(value);}
  224. int64 GetInt64() {return (int64)atoi64(value);}
  225. sint8 GetSInt8() {return (sint8)atoi(value);}
  226. sint16 GetSInt16() {return (sint16)atoi(value);}
  227. sint32 GetSInt32() {return (sint32)atoi(value);}
  228. sint64 GetSInt64() {return (sint64)atoi64(value);}
  229. bool GetBool() {return atoul(value) > 0 ? true : false;}
  230. float GetFloat() {return atof(value);}
  231. char GetChar() {return value[0];}
  232. const char * GetString() {return value;}
  233. private:
  234. int32 category;
  235. int32 type;
  236. char value[64];
  237. char combined[256];
  238. };
  239. class RuleSet {
  240. public:
  241. RuleSet();
  242. RuleSet(RuleSet *in_rule_set);
  243. virtual ~RuleSet();
  244. void CopyRulesInto(RuleSet *in_rule_set);
  245. void SetID(int32 id) {this->id = id;}
  246. void SetName(const char *name) {strncpy(this->name, name, sizeof(this->name));}
  247. int32 GetID() {return id;}
  248. const char *GetName() {return name;}
  249. void AddRule(Rule *rule);
  250. Rule * GetRule(int32 category, int32 type);
  251. Rule * GetRule(const char *category, const char *type);
  252. void ClearRules();
  253. map<int32, map<int32, Rule *> > * GetRules() {return &rules;}
  254. private:
  255. int32 id;
  256. char name[64];
  257. Mutex m_rules;
  258. map<int32, map<int32, Rule *> > rules;
  259. };
  260. class RuleManager {
  261. public:
  262. RuleManager();
  263. virtual ~RuleManager();
  264. void Init();
  265. void Flush(bool reinit=false);
  266. void LoadCodedDefaultsIntoRuleSet(RuleSet *rule_set);
  267. bool AddRuleSet(RuleSet *rule_set);
  268. int32 GetNumRuleSets();
  269. void ClearRuleSets();
  270. Rule * GetBlankRule() {return &blank_rule;}
  271. bool SetGlobalRuleSet(int32 rule_set_id);
  272. Rule * GetGlobalRule(int32 category, int32 type);
  273. Rule * GetGlobalRule(const char* category, const char* type);
  274. bool SetZoneRuleSet(int32 zone_id, int32 rule_set_id);
  275. Rule * GetZoneRule(int32 zone_id, int32 category, int32 type);
  276. void ClearZoneRuleSets();
  277. RuleSet * GetGlobalRuleSet() {return &global_rule_set;}
  278. map<int32, map<int32, Rule *> > * GetRules() {return &rules;}
  279. private:
  280. Mutex m_rule_sets;
  281. Mutex m_global_rule_set;
  282. Mutex m_zone_rule_sets;
  283. Rule blank_rule; /* READ ONLY */
  284. map<int32, map<int32, Rule *> > rules; /* all of the rules loaded with their defaults (FROM THE CODE). map<category, map<type, rule>> */
  285. map<int32, RuleSet *> rule_sets; /* all of the possible rule sets from the database. map<rule set id, rule set> */
  286. RuleSet global_rule_set; /* the global rule set, first fill it the defaults from the code, then over ride from the database */
  287. map<int32, RuleSet *> zone_rule_sets; /* references to a zone's rule set. map<zone id, rule set> */
  288. };
  289. #endif