/* 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 RULES_H_ #define RULES_H_ #include #include #include "../../common/Mutex.h" #include "../../common/types.h" using namespace std; enum RuleCategory { R_Client, R_Faction, R_Guild, R_Player, R_PVP, R_Combat, R_Spawn, R_UI, R_World, R_Zone, R_Loot, R_Spells, R_Expansion }; enum RuleType { /* CLIENT */ ShowWelcomeScreen, /* FACTION */ AllowFactionBasedCombat, /* GUILD */ /* PLAYER */ MaxLevel, MaxLevelOverrideStatus, MaxPlayers, MaxPlayersOverrideStatus, VitalityAmount, VitalityFrequency, MaxAA, MaxClassAA, MaxSubclassAA, MaxShadowsAA, MaxHeroicAA, MaxTradeskillAA, MaxPrestigeAA, MaxTradeskillPrestigeAA, MaxDragonAA, MinLastNameLevel, MaxLastNameLength, MinLastNameLength, /* PVP */ AllowPVP, LevelRange, InvisPlayerDiscoveryRange, /* COMBAT */ MaxCombatRange, /* SPAWN */ SpeedMultiplier, //SpeedRatio, /* UI */ MaxWhoResults, MaxWhoOverrideStatus, /* WORLD */ DefaultStartingZoneID, EnablePOIDiscovery, GamblingTokenItemID, GuildAutoJoin, GuildAutoJoinID, GuildAutoJoinDefaultRankID, ServerLocked, ServerLockedOverrideStatus, SyncZonesWithLogin, SyncEquipWithLogin, UseBannedIPsTable, LinkDeadTimer, RemoveDisconnectedClientsTimer, PlayerCampTimer, GMCampTimer, AutoAdminPlayers, AutoAdminGMs, AutoAdminStatusValue, DuskTime, DawnTime, ThreadedLoad, TradeskillSuccessChance, TradeskillCritSuccessChance, TradeskillFailChance, TradeskillCritFailChance, TradeskillEventChance, EditorURL, EditorIncludeID, EditorOfficialServer, IRCEnabled, IRCGlobalEnabled, IRCAddress, IRCPort, IRCChan, GroupSpellsTimer, SavePaperdollImage, SaveHeadshotImage, SendPaperdollImagesToLogin, TreasureChestDisabled, /* ZONE */ MinZoneLevelOverrideStatus, MinZoneAccessOverrideStatus, XPMultiplier, TSXPMultiplier, WeatherEnabled, WeatherType, MinWeatherSeverity, MaxWeatherSeverity, WeatherChangeFrequency, WeatherChangePerInterval, WeatherDynamicMaxOffset, WeatherChangeChance, SpawnUpdateTimer, CheckAttackPlayer, CheckAttackNPC, HOTime, /* LOOT */ LootRadius, AutoDisarmChest, // if enabled disarm only works if you right click and disarm, clicking and opening chest won't attempt auto disarm ChestTriggerRadiusGroup, /* SPELLS */ NoInterruptBaseChance, /* ZONE TIMERS */ RegenTimer, ClientSaveTimer, DefaultZoneShutdownTimer, WeatherTimer, SpawnDeleteTimer, GlobalExpansionFlag, GlobalHolidayFlag, DatabaseVersion }; class Rule { public: Rule(); Rule(int32 category, int32 type, const char *value, const char *combined); Rule (Rule *rule_in); virtual ~Rule(); void SetValue(const char *value) {strncpy(this->value, value, sizeof(this->value));} int32 GetCategory() {return category;} int32 GetType() {return type;} const char * GetValue() {return value;} const char * GetCombined() {return combined;} int8 GetInt8() {return (int8)atoul(value);} int16 GetInt16() {return (int16)atoul(value);} int32 GetInt32() {return (int32)atoul(value);} int64 GetInt64() {return (int64)atoi64(value);} sint8 GetSInt8() {return (sint8)atoi(value);} sint16 GetSInt16() {return (sint16)atoi(value);} sint32 GetSInt32() {return (sint32)atoi(value);} sint64 GetSInt64() {return (sint64)atoi64(value);} bool GetBool() {return atoul(value) > 0 ? true : false;} float GetFloat() {return atof(value);} char GetChar() {return value[0];} const char * GetString() {return value;} private: int32 category; int32 type; char value[64]; char combined[256]; }; class RuleSet { public: RuleSet(); RuleSet(RuleSet *in_rule_set); virtual ~RuleSet(); void CopyRulesInto(RuleSet *in_rule_set); void SetID(int32 id) {this->id = id;} void SetName(const char *name) {strncpy(this->name, name, sizeof(this->name));} int32 GetID() {return id;} const char *GetName() {return name;} void AddRule(Rule *rule); Rule * GetRule(int32 category, int32 type); Rule * GetRule(const char *category, const char *type); void ClearRules(); map > * GetRules() {return &rules;} private: int32 id; char name[64]; Mutex m_rules; map > rules; }; class RuleManager { public: RuleManager(); virtual ~RuleManager(); void Init(); void Flush(bool reinit=false); void LoadCodedDefaultsIntoRuleSet(RuleSet *rule_set); bool AddRuleSet(RuleSet *rule_set); int32 GetNumRuleSets(); void ClearRuleSets(); Rule * GetBlankRule() {return &blank_rule;} bool SetGlobalRuleSet(int32 rule_set_id); Rule * GetGlobalRule(int32 category, int32 type); bool SetZoneRuleSet(int32 zone_id, int32 rule_set_id); Rule * GetZoneRule(int32 zone_id, int32 category, int32 type); void ClearZoneRuleSets(); RuleSet * GetGlobalRuleSet() {return &global_rule_set;} map > * GetRules() {return &rules;} private: Mutex m_rule_sets; Mutex m_global_rule_set; Mutex m_zone_rule_sets; Rule blank_rule; /* READ ONLY */ map > rules; /* all of the rules loaded with their defaults (FROM THE CODE). map> */ map rule_sets; /* all of the possible rule sets from the database. map */ RuleSet global_rule_set; /* the global rule set, first fill it the defaults from the code, then over ride from the database */ map zone_rule_sets; /* references to a zone's rule set. map */ }; #endif