Rules.h 6.2 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. /* PVP */
  64. AllowPVP,
  65. LevelRange,
  66. InvisPlayerDiscoveryRange,
  67. /* COMBAT */
  68. MaxCombatRange,
  69. /* SPAWN */
  70. SpeedMultiplier,
  71. ClassicRegen,
  72. //SpeedRatio,
  73. /* UI */
  74. MaxWhoResults,
  75. MaxWhoOverrideStatus,
  76. /* WORLD */
  77. DefaultStartingZoneID,
  78. EnablePOIDiscovery,
  79. GamblingTokenItemID,
  80. GuildAutoJoin,
  81. GuildAutoJoinID,
  82. GuildAutoJoinDefaultRankID,
  83. ServerLocked,
  84. ServerLockedOverrideStatus,
  85. SyncZonesWithLogin,
  86. SyncEquipWithLogin,
  87. UseBannedIPsTable,
  88. LinkDeadTimer,
  89. RemoveDisconnectedClientsTimer,
  90. PlayerCampTimer,
  91. GMCampTimer,
  92. AutoAdminPlayers,
  93. AutoAdminGMs,
  94. AutoAdminStatusValue,
  95. DuskTime,
  96. DawnTime,
  97. ThreadedLoad,
  98. TradeskillSuccessChance,
  99. TradeskillCritSuccessChance,
  100. TradeskillFailChance,
  101. TradeskillCritFailChance,
  102. TradeskillEventChance,
  103. EditorURL,
  104. EditorIncludeID,
  105. EditorOfficialServer,
  106. IRCEnabled,
  107. IRCGlobalEnabled,
  108. IRCAddress,
  109. IRCPort,
  110. IRCChan,
  111. GroupSpellsTimer,
  112. SavePaperdollImage,
  113. SaveHeadshotImage,
  114. SendPaperdollImagesToLogin,
  115. TreasureChestDisabled,
  116. StartingZoneRuleFlag,
  117. /* ZONE */
  118. MinZoneLevelOverrideStatus,
  119. MinZoneAccessOverrideStatus,
  120. XPMultiplier,
  121. TSXPMultiplier,
  122. WeatherEnabled,
  123. WeatherType,
  124. MinWeatherSeverity,
  125. MaxWeatherSeverity,
  126. WeatherChangeFrequency,
  127. WeatherChangePerInterval,
  128. WeatherDynamicMaxOffset,
  129. WeatherChangeChance,
  130. SpawnUpdateTimer,
  131. CheckAttackPlayer,
  132. CheckAttackNPC,
  133. HOTime,
  134. /* LOOT */
  135. LootRadius,
  136. AutoDisarmChest, // if enabled disarm only works if you right click and disarm, clicking and opening chest won't attempt auto disarm
  137. ChestTriggerRadiusGroup,
  138. /* SPELLS */
  139. NoInterruptBaseChance,
  140. /* ZONE TIMERS */
  141. RegenTimer,
  142. ClientSaveTimer,
  143. DefaultZoneShutdownTimer,
  144. WeatherTimer,
  145. SpawnDeleteTimer,
  146. GlobalExpansionFlag,
  147. GlobalHolidayFlag,
  148. DatabaseVersion
  149. };
  150. class Rule {
  151. public:
  152. Rule();
  153. Rule(int32 category, int32 type, const char *value, const char *combined);
  154. Rule (Rule *rule_in);
  155. virtual ~Rule();
  156. void SetValue(const char *value) {strncpy(this->value, value, sizeof(this->value));}
  157. int32 GetCategory() {return category;}
  158. int32 GetType() {return type;}
  159. const char * GetValue() {return value;}
  160. const char * GetCombined() {return combined;}
  161. int8 GetInt8() {return (int8)atoul(value);}
  162. int16 GetInt16() {return (int16)atoul(value);}
  163. int32 GetInt32() {return (int32)atoul(value);}
  164. int64 GetInt64() {return (int64)atoi64(value);}
  165. sint8 GetSInt8() {return (sint8)atoi(value);}
  166. sint16 GetSInt16() {return (sint16)atoi(value);}
  167. sint32 GetSInt32() {return (sint32)atoi(value);}
  168. sint64 GetSInt64() {return (sint64)atoi64(value);}
  169. bool GetBool() {return atoul(value) > 0 ? true : false;}
  170. float GetFloat() {return atof(value);}
  171. char GetChar() {return value[0];}
  172. const char * GetString() {return value;}
  173. private:
  174. int32 category;
  175. int32 type;
  176. char value[64];
  177. char combined[256];
  178. };
  179. class RuleSet {
  180. public:
  181. RuleSet();
  182. RuleSet(RuleSet *in_rule_set);
  183. virtual ~RuleSet();
  184. void CopyRulesInto(RuleSet *in_rule_set);
  185. void SetID(int32 id) {this->id = id;}
  186. void SetName(const char *name) {strncpy(this->name, name, sizeof(this->name));}
  187. int32 GetID() {return id;}
  188. const char *GetName() {return name;}
  189. void AddRule(Rule *rule);
  190. Rule * GetRule(int32 category, int32 type);
  191. Rule * GetRule(const char *category, const char *type);
  192. void ClearRules();
  193. map<int32, map<int32, Rule *> > * GetRules() {return &rules;}
  194. private:
  195. int32 id;
  196. char name[64];
  197. Mutex m_rules;
  198. map<int32, map<int32, Rule *> > rules;
  199. };
  200. class RuleManager {
  201. public:
  202. RuleManager();
  203. virtual ~RuleManager();
  204. void Init();
  205. void Flush(bool reinit=false);
  206. void LoadCodedDefaultsIntoRuleSet(RuleSet *rule_set);
  207. bool AddRuleSet(RuleSet *rule_set);
  208. int32 GetNumRuleSets();
  209. void ClearRuleSets();
  210. Rule * GetBlankRule() {return &blank_rule;}
  211. bool SetGlobalRuleSet(int32 rule_set_id);
  212. Rule * GetGlobalRule(int32 category, int32 type);
  213. Rule * GetGlobalRule(const char* category, const char* type);
  214. bool SetZoneRuleSet(int32 zone_id, int32 rule_set_id);
  215. Rule * GetZoneRule(int32 zone_id, int32 category, int32 type);
  216. void ClearZoneRuleSets();
  217. RuleSet * GetGlobalRuleSet() {return &global_rule_set;}
  218. map<int32, map<int32, Rule *> > * GetRules() {return &rules;}
  219. private:
  220. Mutex m_rule_sets;
  221. Mutex m_global_rule_set;
  222. Mutex m_zone_rule_sets;
  223. Rule blank_rule; /* READ ONLY */
  224. map<int32, map<int32, Rule *> > rules; /* all of the rules loaded with their defaults (FROM THE CODE). map<category, map<type, rule>> */
  225. map<int32, RuleSet *> rule_sets; /* all of the possible rule sets from the database. map<rule set id, rule set> */
  226. RuleSet global_rule_set; /* the global rule set, first fill it the defaults from the code, then over ride from the database */
  227. map<int32, RuleSet *> zone_rule_sets; /* references to a zone's rule set. map<zone id, rule set> */
  228. };
  229. #endif