/* 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 . */ #ifndef __EQ2_SPELL_PROCESS__ #define __EQ2_SPELL_PROCESS__ #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; }; struct CastSpell{ Entity* caster; Spawn* target; int32 spell_id; ZoneServer* zone; }; struct RecastTimer{ Entity* caster; Client* client; Spell* spell; Timer* timer; }; /// Handles all spell casts for a zone, only 1 SpellProcess per zone class SpellProcess{ public: SpellProcess(); ~SpellProcess(); /// Remove all spells from the SpellProcess void RemoveAllSpells(); /// Main loop, handles everything (interupts, cast time, recast, ...) void Process(); /// Interrupts the caster (creates the InterruptStruct and adds it to a list) /// Entity being interrupted /// Spawn that interrupted the caster /// The error code /// Bool if the spell was cancelled not interrupted void Interrupted(Entity* caster, Spawn* interruptor, int16 error_code, bool cancel = false, bool from_movement = false); /// Does all the checks and actually casts the spell /// The current ZoneServer /// The Spell to cast /// The Entity casting the spell /// The target(Spawn) of the spell /// ??? not currently used /// Is this a harvest spell? 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); /// Cast an EntityCommand (right click menu) /// The current ZoneServer /// the EntityCommand to cast /// The Entity casting the EntityCommand /// The target(Spawn*) of the EntityCommand /// ??? not currently used void ProcessEntityCommand(ZoneServer* zone, EntityCommand* entity_command, Entity* caster, Spawn* target, bool lock = true); /// Checks to see if the caster has enough power and takes it /// LuaSpell to check and take power for (LuaSpell contains the caster) /// True if caster had enough power bool TakePower(LuaSpell* spell); /// Check to see if the caster has enough power to cast the spell /// LuaSpell to check (LuaSpell contains the caster) /// True if the caster has enough power bool CheckPower(LuaSpell* spell); /// Check to see if the caster has enough hp and take it /// LuaSpell to check and take hp for (LuaSpell contains the caster) /// True if the caster had enough hp bool TakeHP(LuaSpell* spell); /// Check to see if the caster has enough hp to cast the spell /// LuaSpell to check (LuaSpell contains the caster) /// True if the caster had enough hp bool CheckHP(LuaSpell* spell); /// Check to see if the caster has enough concentration available to cast the spell /// LuaSpell to check (LuaSpell contains the caster) /// True if the caster has enough concentration bool CheckConcentration(LuaSpell* spell); bool CheckSavagery(LuaSpell* spell); bool TakeSavagery(LuaSpell* spell); bool CheckDissonance(LuaSpell* spell); bool AddDissonance(LuaSpell* spell); /// Check to see if the caster has enough concentration available and add to the casters concentration /// LuaSpell to check (LuaSpell contains the caster) /// True of the caster had enough concentration bool AddConcentration(LuaSpell* spell); /// 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 /// LuaSpell to cast /// Is this a passive spell being cast? /// True if the spell was casted bool CastProcessedSpell(LuaSpell* spell, bool passive = false); /// 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 /// EntityCommand to cast /// Client casting the entity command /// True if the spell was casted bool CastProcessedEntityCommand(EntityCommand* entity_command, Client* client, Spawn* target); /// Sends the start cast packet for the given client /// LuaSpell being cast /// The client casting the spell void SendStartCast(LuaSpell* spell, Client* client); /// Send finish cast packet and take power/hp or add conc, also checks for quest updates /// LuaSpell that just finished casting /// Client that just finished casting, null if not a player void SendFinishedCast(LuaSpell* spell, Client* client); /// Locks all the spells for the given client (shades them all gray) /// Client to lock the spells for void LockAllSpells(Client* client); /// Unlock all the spells for the given client /// Client to unlock the spells for void UnlockAllSpells(Client* client); /// Unlock a single spell for the given client /// The client to unlock the spell for /// The spell to unlock void UnlockSpell(Client* client, Spell* spell); /// Remove the given spell for the given caster from the SpellProcess /// The spawn to remove the spell for /// The spell to remove bool DeleteCasterSpell(Spawn* caster, Spell* spell, string reason = ""); /// Remove the given spell from the ZpellProcess /// LuaSpell to remove bool DeleteCasterSpell(LuaSpell* spell, string reason=""); /// Interrupt the spell /// InterruptStruct that contains all the info void CheckInterrupt(InterruptStruct* interrupt); /// Removes the timers for the given spawn /// Spawn to remove the timers for /// Remove all timers (cast, recast, active, queue, interrupted)? If false only cast timers are removed void RemoveSpellTimersFromSpawn(Spawn* spawn, bool remove_all = false, bool delete_recast = true); /// Sets the recast timer for the spell /// The spell to set the recast for /// The entity to set the recast for /// Change the recast timer of the spell /// Set the recast on all other spells the player has with the same timer void CheckRecast(Spell* spell, Entity* caster, float timer_override = 0, bool check_linked_timers = true); /// Add a spell to the queue for the player /// Spell to add /// Entity's queue to add the spell to, if not a player function does nothing void AddSpellToQueue(Spell* spell, Entity* caster); /// Removes a spell from the queue for the player /// Spell to remove from the queue /// Entity's queue to remove the spell from, if not a player function does nothing void RemoveSpellFromQueue(Spell* spell, Entity* caster); /// Clear the queue, or clear only hostile spells from the queue /// Entity to clear the queue for, if not player function does nothing /// Set to true to only remove hostile spells, default is false void RemoveSpellFromQueue(Entity* caster, bool hostile_only = false); /// Clear the queue for the given caster /// Entity to clear the queue for, is not player function does nothing void CheckSpellQueue(Entity* caster); /// Check the given enities queue for the spell, if found remove, if not found add /// Spell to check for /// Entity's queue to check, if not player function does nothing void CheckSpellQueue(Spell* spell, Entity* caster); /// Checks to see if the entity can cast the spell /// The spell being cast /// The entity casting the spell bool IsReady(Spell* spell, Entity* caster); /// Send the spell book update packet to the given client /// Client to send the packet to void SendSpellBookUpdate(Client* client); /// Gets the target of the currently casting spell for the given entity /// Entity whos spell we are checking /// Spawn* - the spells target Spawn* GetSpellTarget(Entity* caster); /// Gets the currently casting spell for the given entity /// Entity to get the spell for /// Spell* for the currently casting spell Spell* GetSpell(Entity* caster); /// Gets the currently casting LuaSpell for the given entity /// Entity to get the LuaSpell for /// LuaSpell* for the currently casting spell LuaSpell* GetLuaSpell(Entity* caster); /// Gets the targets for the spell and adds them to the LuaSpell targets array /// LuaSpell to get the targets for static void GetSpellTargets(LuaSpell* luaspell); static void GetPlayerGroupTargets(Player* target, Spawn* caster, LuaSpell* luaspell, bool bypassSpellChecks=false, bool bypassRangeChecks=false); /// Gets targets for a true aoe spell (not an encounter ae) and adds them to the LuaSpell targets array /// LuaSpell to get the targets for static void GetSpellTargetsTrueAOE(LuaSpell* luaspell); /// Applies or removes passive spells, bypasses the spell queue and treats the spell as an insta cast spell /// The passive spell to apply or remove /// The Entity to apply or remove the passive spell to /// Tells the function to remove the spell effects of this passive, default is false bool CastPassives(Spell* spell, Entity* caster, bool remove = false); bool CastInstant(Spell* spell, Entity* caster, Entity* target, bool remove = false, bool passive=false); /// Adds a spell script timer to the list /// Timer to add void AddSpellScriptTimer(SpellScriptTimer* timer); /// Removes a spell script timer from the list /// Timer to remove void RemoveSpellScriptTimer(SpellScriptTimer* timer, bool locked=false); void RemoveSpellScriptTimerBySpell(LuaSpell* spell, bool clearPendingDeletes=true); /// Checks the spell script timers void CheckSpellScriptTimers(); /// Checks to see if the list has the spell bool SpellScriptTimersHasSpell(LuaSpell* spell); void ClearSpellScriptTimerList(); MutexList* GetActiveSpells() { return &active_spells; } void RemoveTargetFromSpell(LuaSpell* spell, Spawn* target); void CheckRemoveTargetFromSpell(LuaSpell* spell, bool allow_delete = true); /// Adds a solo HO to the SpellProcess /// The client who is starting the HO /// The HO that is being started bool AddHO(Client* client, HeroicOP* ho); /// Adds a group HO to the SpellProcess /// ID of the group that is starting the HO /// The HO that is being started bool AddHO(int32 group_id, HeroicOP* ho); /// Stops the HO that targets the given spawn /// ID of the spawn targeted by the HO we want to stop void KillHOBySpawnID(int32 spawn_id); void AddSpellCancel(LuaSpell* spell); private: /// Sends the spell data to the lua script /// LuaSpell to call the lua script for /// No clue, not currently used /// True if the spell script was called successfully bool ProcessSpell(LuaSpell* spell, bool first_cast = true, const char* function = 0, SpellScriptTimer* timer = 0); Mutex MSpellProcess; MutexMap spell_que; MutexList active_spells; MutexList cast_timers; MutexListinterrupt_list; MutexList recast_timers; int32 last_checked_time; vector m_spellScriptList; Mutex MSpellScriptTimers; map*> remove_target_list; Mutex MRemoveTargetList; vector SpellCancelList; Mutex MSpellCancelList; Mutex MSoloHO; Mutex MGroupHO; map m_soloHO; map m_groupHO; }; #endif