Skills.h 3.6 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 __EQ2_SKILLS_H__
  17. #define __EQ2_SKILLS_H__
  18. #include <map>
  19. #include "../common/ConfigReader.h"
  20. #include "../common/types.h"
  21. #include "MutexMap.h"
  22. /* Each SkillBonus is comprised of multiple possible skill bonus values. This is so one spell can modify
  23. more than one skill */
  24. struct SkillBonusValue {
  25. int32 skill_id;
  26. float value;
  27. };
  28. struct SkillBonus {
  29. int32 spell_id;
  30. map<int32, SkillBonusValue*> skills;
  31. };
  32. class Skill{
  33. public:
  34. Skill();
  35. Skill(Skill* skill);
  36. int32 skill_id;
  37. int16 current_val;
  38. int16 previous_val;
  39. int16 max_val;
  40. int32 skill_type;
  41. int8 display;
  42. EQ2_16BitString short_name;
  43. EQ2_16BitString name;
  44. EQ2_16BitString description;
  45. bool save_needed;
  46. };
  47. class MasterSkillList{
  48. public:
  49. MasterSkillList();
  50. ~MasterSkillList();
  51. void AddSkill(Skill* skill);
  52. int16 GetSkillCount();
  53. EQ2Packet* GetPopulateSkillsPacket(int16 version);
  54. map<int32, Skill*>* GetAllSkills();
  55. Skill* GetSkill(int32 skill_id);
  56. Skill* GetSkillByName(const char* skill_name);
  57. private:
  58. map<int32, Skill*> skills;
  59. map<int16, EQ2Packet*> populate_packets;
  60. };
  61. class PlayerSkillList{
  62. public:
  63. PlayerSkillList();
  64. ~PlayerSkillList();
  65. void RemoveSkill(Skill* skill);
  66. void AddSkill(Skill* new_skill);
  67. bool CheckSkillIncrease(Skill* skill);
  68. Skill* GetSkillByName(const char* name);
  69. bool HasSkill(int32 skill_id);
  70. Skill* GetSkill(int32 skill_id);
  71. void IncreaseSkill(Skill* skill, int16 amount);
  72. void IncreaseSkill(int32 skill_id, int16 amount);
  73. void DecreaseSkill(Skill* skill, int16 amount);
  74. void DecreaseSkill(int32 skill_id, int16 amount);
  75. void SetSkill(Skill* skill, int16 value);
  76. void SetSkill(int32 skill_id, int16 value);
  77. void IncreaseSkillCap(Skill* skill, int16 amount);
  78. void IncreaseSkillCap(int32 skill_id, int16 amount);
  79. void DecreaseSkillCap(Skill* skill, int16 amount);
  80. void DecreaseSkillCap(int32 skill_id, int16 amount);
  81. void SetSkillCap(Skill* skill, int16 value);
  82. void SetSkillCap(int32 skill_id, int16 value);
  83. void IncreaseAllSkillCaps(int16 value);
  84. void IncreaseSkillCapsByType(int8 type, int16 value);
  85. void SetSkillCapsByType(int8 type, int16 value);
  86. void AddSkillUpdateNeeded(Skill* skill);
  87. void AddSkillBonus(int32 spell_id, int32 skill_id, float value);
  88. SkillBonus* GetSkillBonus(int32 spell_id);
  89. void RemoveSkillBonus(int32 spell_id);
  90. int16 CalculateSkillValue(int32 skill_id, int16 current_val);
  91. int16 CalculateSkillMaxValue(int32 skill_id, int16 max_val);
  92. EQ2Packet* GetSkillPacket(int16 version);
  93. vector<Skill*>* GetSaveNeededSkills();
  94. vector<Skill*>* GetSkillUpdates();
  95. map<int32, Skill*>* GetAllSkills();
  96. bool HasSkillUpdates();
  97. private:
  98. volatile bool has_updates;
  99. Mutex MSkillUpdates;
  100. int16 packet_count;
  101. uchar* orig_packet;
  102. uchar* xor_packet;
  103. map<int32, Skill*> skills;
  104. map<string, Skill*> name_skill_map;
  105. vector<Skill*> skill_updates;
  106. MutexMap<int32, SkillBonus*> skill_bonus_list;
  107. };
  108. #endif