/* 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_SKILLS_H__ #define __EQ2_SKILLS_H__ #include #include "../common/ConfigReader.h" #include "../common/types.h" #include "MutexMap.h" #define SKILL_TYPE_WEAPONRY 1 #define SKILL_TYPE_SPELLCASTING 2 #define SKILL_TYPE_AVOIDANCE 3 #define SKILL_TYPE_ARMOR 4 #define SKILL_TYPE_SHIELD 5 #define SKILL_TYPE_HARVESTING 6 #define SKILL_TYPE_ARTISAN 7 #define SKILL_TYPE_CRAFTSMAN 8 #define SKILL_TYPE_OUTFITTER 9 #define SKILL_TYPE_SCHOLAR 10 #define SKILL_TYPE_GENERAL 13 #define SKILL_TYPE_LANGUAGE 14 #define SKILL_TYPE_CLASS 15 #define SKILL_TYPE_COMBAT 16 #define SKILL_TYPE_WEAPON 17 #define SKILL_TYPE_TSKNOWLEDGE 18 #define SKILL_TYPE_GENERAL_DOF 11 #define SKILL_TYPE_LANGUAGE_DOF 12 #define SKILL_TYPE_CLASS_DOF 13 #define SKILL_TYPE_COMBAT_DOF 14 #define SKILL_TYPE_WEAPON_DOF 15 #define SKILL_TYPE_TSKNOWLEDGE_DOF 16 #define SKILL_ID_SCULPTING 1039865549 #define SKILL_ID_FLETCHING 3076004370 #define SKILL_ID_ARTISTRY 3881305672 #define SKILL_ID_TAILORING 2082133324 #define SKILL_ID_METALSHAPING 3108933728 #define SKILL_ID_METALWORKING 4032608519 #define SKILL_ID_SCRIBING 773137566 #define SKILL_ID_CHEMISTRY 2557647574 #define SKILL_ID_ARTIFICING 3330500131 #define SKILL_ID_ARTIFICING 3330500131 //the following update the current_value to the max_value as soon as the max_value is updated #define SKILL_ID_DUALWIELD 1852383242 #define SKILL_ID_FISTS 3177806075 #define SKILL_ID_DESTROYING 3429135390 #define SKILL_ID_MAGIC_AFFINITY 2072844078 /* Each SkillBonus is comprised of multiple possible skill bonus values. This is so one spell can modify more than one skill */ struct SkillBonusValue { int32 skill_id; float value; }; struct SkillBonus { int32 spell_id; map skills; }; class Skill{ public: Skill(); Skill(Skill* skill); int32 skill_id; int16 current_val; int16 previous_val; int16 max_val; int32 skill_type; int8 display; EQ2_16BitString short_name; EQ2_16BitString name; EQ2_16BitString description; bool save_needed; int CheckDisarmSkill(int16 targetLevel, int8 chest_difficulty=0); }; class MasterSkillList{ public: MasterSkillList(); ~MasterSkillList(); void AddSkill(Skill* skill); int16 GetSkillCount(); EQ2Packet* GetPopulateSkillsPacket(int16 version); map* GetAllSkills(); Skill* GetSkill(int32 skill_id); Skill* GetSkillByName(const char* skill_name); private: map skills; map populate_packets; }; class PlayerSkillList{ public: PlayerSkillList(); ~PlayerSkillList(); void RemoveSkill(Skill* skill); void AddSkill(Skill* new_skill); bool CheckSkillIncrease(Skill* skill); Skill* GetSkillByName(const char* name); bool HasSkill(int32 skill_id); Skill* GetSkill(int32 skill_id); void IncreaseSkill(Skill* skill, int16 amount); void IncreaseSkill(int32 skill_id, int16 amount); void DecreaseSkill(Skill* skill, int16 amount); void DecreaseSkill(int32 skill_id, int16 amount); void SetSkill(Skill* skill, int16 value, bool send_update = true); void SetSkill(int32 skill_id, int16 value, bool send_update = true); void IncreaseSkillCap(Skill* skill, int16 amount); void IncreaseSkillCap(int32 skill_id, int16 amount); void DecreaseSkillCap(Skill* skill, int16 amount); void DecreaseSkillCap(int32 skill_id, int16 amount); void SetSkillCap(Skill* skill, int16 value); void SetSkillCap(int32 skill_id, int16 value); void IncreaseAllSkillCaps(int16 value); void IncreaseSkillCapsByType(int8 type, int16 value); void SetSkillCapsByType(int8 type, int16 value); void SetSkillValuesByType(int8 type, int16 value, bool send_update = true); void AddSkillUpdateNeeded(Skill* skill); void AddSkillBonus(int32 spell_id, int32 skill_id, float value); SkillBonus* GetSkillBonus(int32 spell_id); void RemoveSkillBonus(int32 spell_id); int16 CalculateSkillValue(int32 skill_id, int16 current_val); int16 CalculateSkillMaxValue(int32 skill_id, int16 max_val); EQ2Packet* GetSkillPacket(int16 version); vector* GetSaveNeededSkills(); vector* GetSkillUpdates(); map* GetAllSkills(); bool HasSkillUpdates(); private: volatile bool has_updates; Mutex MSkillUpdates; int16 packet_count; uchar* orig_packet; int16 orig_packet_size; uchar* xor_packet; map skills; map name_skill_map; vector skill_updates; MutexMap skill_bonus_list; }; #endif