Spells.h 14 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_SPELLS__
  17. #define __EQ2_SPELLS__
  18. #include <map>
  19. #include <vector>
  20. #include "../common/types.h"
  21. #include "../common/EQPacket.h"
  22. #include "../common/MiscFunctions.h"
  23. #include "client.h"
  24. #include "../common/Mutex.h"
  25. #include "AltAdvancement/AltAdvancement.h"
  26. #define SPELL_TARGET_SELF 0
  27. #define SPELL_TARGET_ENEMY 1
  28. #define SPELL_TARGET_GROUP_AE 2
  29. #define SPELL_TARGET_CASTER_PET 3
  30. #define SPELL_TARGET_ENEMY_PET 4
  31. #define SPELL_TARGET_ENEMY_CORPSE 5
  32. #define SPELL_TARGET_GROUP_CORPSE 6
  33. #define SPELL_TARGET_NONE 7
  34. #define SPELL_TARGET_RAID_AE 8
  35. #define SPELL_TARGET_OTHER_GROUP_AE 9
  36. #define SPELL_BOOK_TYPE_SPELL 0
  37. #define SPELL_BOOK_TYPE_COMBAT_ART 1
  38. #define SPELL_BOOK_TYPE_ABILITY 2
  39. #define SPELL_BOOK_TYPE_TRADESKILL 3
  40. #define SPELL_BOOK_TYPE_NOT_SHOWN 4
  41. #define SPELL_CAST_TYPE_NORMAL 0
  42. #define SPELL_CAST_TYPE_TOGGLE 1
  43. #define SPELL_ERROR_NOT_ENOUGH_KNOWLEDGE 1
  44. #define SPELL_ERROR_INTERRUPTED 2
  45. #define SPELL_ERROR_TAKE_EFFECT_MOREPOWERFUL 3
  46. #define SPELL_ERROR_TAKE_EFFECT_SAMESPELL 4
  47. #define SPELL_ERROR_CANNOT_CAST_DEAD 5
  48. #define SPELL_ERROR_NOT_ALIVE 6
  49. #define SPELL_ERROR_NOT_DEAD 7
  50. #define SPELL_ERROR_CANNOT_CAST_SITTING 8
  51. #define SPELL_ERROR_CANNOT_CAST_UNCON 9
  52. #define SPELL_ERROR_ALREADY_CASTING 10
  53. #define SPELL_ERROR_RECOVERING 11
  54. #define SPELL_ERROR_NON_COMBAT_ONLY 12
  55. #define SPELL_ERROR_CANNOT_CAST_STUNNED 13
  56. #define SPELL_ERROR_CANNOT_CAST_STIFFLED 14
  57. #define SPELL_ERROR_CANNOT_CAST_CHARMED 15
  58. #define SPELL_ERROR_NOT_WHILE_MOUNTED 16
  59. #define SPELL_ERROR_NOT_WHILE_FLYING 17
  60. #define SPELL_ERROR_NOT_WHILE_CLIMBING 18
  61. #define SPELL_ERROR_NOT_READY 19
  62. #define SPELL_ERROR_CANT_SEE_TARGET 20
  63. #define SPELL_ERROR_INCORRECT_STANCE 21
  64. #define SPELL_ERROR_CANNOT_CAST_FEIGNDEATH 22
  65. #define SPELL_ERROR_INVENTORY_FULL 23
  66. #define SPELL_ERROR_NOT_ENOUGH_COIN 24
  67. #define SPELL_ERROR_NOT_ALLOWED_HERE 25
  68. #define SPELL_ERROR_NOT_WHILE_CRAFTING 26
  69. #define SPELL_ERROR_ONLY_WHEN_CRAFTING 27
  70. #define SPELL_ERROR_ITEM_NOT_ATTUNED 28
  71. #define SPELL_ERROR_ITEM_WORN_OUT 29
  72. #define SPELL_ERROR_MUST_EQUIP_WEAPON 30
  73. #define SPELL_ERROR_WEAPON_BROKEN 31
  74. #define SPELL_ERROR_CANNOT_CAST_FEARED 32
  75. #define SPELL_ERROR_TARGET_IMMUNE_HOSTILE 33
  76. #define SPELL_ERROR_TARGET_IMMUNE_BENEFICIAL 34
  77. #define SPELL_ERROR_NO_TAUNT_SPELLS 35
  78. #define SPELL_ERROR_CANNOT_USE_IN_BATTLEGROUNDS 36
  79. #define SPELL_ERROR_CANNOT_PREPARE 37
  80. #define SPELL_ERROR_NO_ELIGIBLE_TARGET 38
  81. #define SPELL_ERROR_NO_TARGETS_IN_RANGE 39
  82. #define SPELL_ERROR_TOO_CLOSE 40
  83. #define SPELL_ERROR_TOO_FAR_AWAY 41
  84. #define SPELL_ERROR_TARGET_TOO_WEAK 42
  85. #define SPELL_ERROR_TARGET_TOO_POWERFUL 43
  86. #define SPELL_ERROR_WONT_WORK_ON_TARGET 44
  87. #define SPELL_ERROR_TARGET_INVULNERABLE 45
  88. #define SPELL_ERROR_TARGET_IMMUNE 46
  89. #define SPELL_ERROR_TARGET_ENGAGED 47
  90. #define SPELL_ERROR_TARGET_NOT_GROUPED 48
  91. #define SPELL_ERROR_TARGET_IN_USE 49
  92. #define SPELL_ERROR_TARGET_GROUP_HAS_SPELL 50
  93. #define SPELL_ERROR_TARGET_ALREADY_ENGAGED 51
  94. #define SPELL_ERROR_CANNOT_ENGAGE 52
  95. #define SPELL_ERROR_NOT_A_FRIEND 53
  96. #define SPELL_ERROR_NOT_AN_ENEMY 54
  97. #define SPELL_ERROR_TARGET_INVENTORY_FULL 55
  98. #define SPELL_ERROR_FINISH_DUELING_FIRST 56
  99. #define SPELL_ERROR_ILLEGAL_TARGET_ATTACK 57
  100. #define SPELL_ERROR_NOT_WHILE_MENTORING_PVP 58
  101. #define SPELL_ERROR_NOT_WHILE_MENTORING_BENEFICIAL 59
  102. #define SPELL_ERROR_ILLEGAL_TARGET_HEAL_OUTSIDE_LEVEL_RANGE 60
  103. #define SPELL_ERROR_NOTHING_TO_CURE 61
  104. #define SPELL_ERROR_NOT_ENOUGH_POWER 62
  105. #define SPELL_ERROR_NOT_ENOUGH_HEALTH 63
  106. #define SPELL_ERROR_NOT_ENOUGH_CONC 64
  107. #define SPELL_ERROR_MISSING_COMPONENT 65
  108. #define SPELL_ERROR_OUT_OF_CHARGES 66
  109. #define SPELL_ERROR_LACK_AMMO 67
  110. #define SPELL_ERROR_NO_RANGED_EQUIPPED 68
  111. #define SPELL_ERROR_RANGED_NEEDS_REPAIR 69
  112. #define SPELL_ERROR_LACK_WEAPON_TYPE 70
  113. #define SPELL_ERROR_NOT_ENOUGH_SAVAGERY 71
  114. #define SPELL_ERROR_ALREADY_PREPARED 72
  115. #define SPELL_ERROR_ALREADY_HAVE_SPELL 73
  116. #define SPELL_ERROR_NOT_SMART_ENOUGH 74 // "You lack the intellectual capacity to prepare another spell."
  117. #define SPELL_ERROR_NO_HOSTILE_SPELLS 75
  118. #define SPELL_ERROR_NO_BENEFICIAL_SPELLS 76
  119. #define SPELL_ERROR_CANNOT_MOUNT_NOW_SITTING 77
  120. #define SPELL_ERROR_CANNOT_MOUNT_NOW_DEAD 78
  121. #define SPELL_ERROR_CANNOT_MOUNT_NOW_CLIMBING 79
  122. #define SPELL_ERROR_CANNOT_MOUNT_NOW_FORM 80
  123. #define SPELL_ERROR_CANNOT_MOUNT_NOW_WATER_TO_DEEP 81
  124. #define SPELL_ERROR_ALREADY_CAST 82
  125. #define SPELL_ERROR_LOTTERY_IN_PROGRESS 83
  126. #define SPELL_ERROR_NOT_IN_PVP 84
  127. #define SPELL_ERROR_NOT_ENOUGH_DISSONANCE 85
  128. #define SPELL_ERROR_NOT_CANNOT_CAST_BUG_UNKNOWN_FAILURE 86
  129. #define SPELL_ERROR_NOT_CANNOT_CAST_BUG_SPELL_TEMPLATE 87
  130. #define SPELL_ERROR_NOT_PREPARED_BUG 88
  131. #define SPELL_ERROR_NOT_CANNOT_CAST_BUG_NO_GAME_WORLD 89
  132. #define SPELL_ERROR_NOT_CANNOT_CAST_BUG_NO_OWNER 90
  133. #define SPELL_ERROR_NOT_CANNOT_CAST_BUG_OWNER_TYPE 91
  134. #define SPELL_ERROR_NOT_CANNOT_CAST_BUG_NO_CASTER 92
  135. #define SPELL_ERROR_NO_RESPONSE_10 93
  136. #define SPELL_ERROR_BUG_PARTIAL_INTERUPT 94
  137. #define SPELL_ERROR_NO_RESPONSE_15 95
  138. #define SPELL_ERROR_BUG_TARGET_RESISTED 96
  139. #define SPELL_ERROR_BUG_TARGET_REFLECTED 97
  140. #define SPELL_ERROR_NO_RESPONSE_18 98
  141. #define SPELL_ERROR_NO_RESPONSE_35 99
  142. #define SPELL_ERROR_BUG_UNKNOWN_43 100
  143. #define SPELL_ERROR_BUG_UNKNOWN_44 101
  144. #define SPELL_ERROR_BUG_UNKNOWN_47 102
  145. #define SPELL_ERROR_TARGET_IMMUNE_HEALED_WITH_REPAIRS 103
  146. #define SPELL_ERROR_NOT_WHILE_MENTORING 104
  147. #define SPELL_ERROR_BUG_NO_EFFECTS_LANDED 105
  148. #define SPELL_ERROR_TOO_MUCH_DISSONANCE 106
  149. #define SPELL_ERROR_BUG_INVALID_SPELL_INDEX 107
  150. #define SPELL_ERROR_CANNOT_CAST_NOT_FOUND_95 108
  151. #define SPELL_ERROR_BUG_CONTAINMENT_TYPE 109
  152. #define SPELL_ERROR_BUG_SLOT_FULL 110
  153. #define SPELL_ERROR_CANNOT_CAST_NO_SPELL_101 111
  154. #define SPELL_ERROR_RECOVERING_ITEM_ABILITY 112
  155. #define SPELL_ERROR_NO_RESPONSE_110 113
  156. #define SPELL_ERROR_ALREADY_CAST_ON_TARGET 114
  157. #define CASTING_FLAG_MEZZED 1
  158. #define CASTING_FLAG_STIFLED 2
  159. #define CASTING_FLAG_STUNNED 4
  160. #define CASTING_FLAG_FEARED 8
  161. // Spell type is for AI so code knows what a spell is
  162. #define SPELL_TYPE_UNSET 1
  163. #define SPELL_TYPE_DD 2
  164. #define SPELL_TYPE_DOT 3
  165. #define SPELL_TYPE_HEAL 4
  166. #define SPELL_TYPE_HOT_WARD 5
  167. #define SPELL_TYPE_DEBUFF 6
  168. #define SPELL_TYPE_BUFF 7
  169. #define SPELL_TYPE_COMBATBUFF 8
  170. #define SPELL_TYPE_TAUNT 9
  171. #define SPELL_TYPE_DETAUNT 10
  172. #define SPELL_TYPE_REZ 11
  173. #define SPELL_TYPE_CURE 12
  174. struct LUAData{
  175. int8 type;
  176. sint32 int_value;
  177. bool bool_value;
  178. float float_value;
  179. string string_value;
  180. string string_value2;
  181. sint32 int_value2;
  182. float float_value2;
  183. string string_helper;
  184. };
  185. struct SpellScriptTimer {
  186. LuaSpell* spell;
  187. string customFunction;
  188. int32 time;
  189. int32 caster;
  190. int32 target;
  191. bool deleteWhenDone;
  192. };
  193. struct LevelArray{
  194. int8 adventure_class;
  195. int8 tradeskill_class;
  196. int16 spell_level;
  197. };
  198. struct SpellDisplayEffect{
  199. int8 percentage;
  200. int8 subbullet;
  201. string description;
  202. };
  203. struct SpellData{
  204. int32 spell_book_type;
  205. int32 id;
  206. sint16 icon;
  207. int16 icon_heroic_op;
  208. int16 icon_backdrop;
  209. int16 type;
  210. int32 class_skill;
  211. int32 mastery_skill;
  212. int8 ts_loc_index;
  213. int8 num_levels;
  214. int8 tier;
  215. int16 hp_req;
  216. int16 hp_upkeep;
  217. float power_req;
  218. bool power_by_level;
  219. int16 power_upkeep;
  220. int16 savagery_req;
  221. int16 savagery_upkeep;
  222. int16 dissonance_req;
  223. int16 dissonance_upkeep;
  224. int8 target_type;
  225. int16 cast_time;
  226. float recovery;
  227. float recast;
  228. int32 linked_timer;
  229. float radius;
  230. int16 max_aoe_targets;
  231. int8 friendly_spell;
  232. int16 req_concentration;
  233. float range;
  234. int32 duration1;
  235. int32 duration2;
  236. float resistibility;
  237. bool duration_until_cancel;
  238. int8 power_req_percent;
  239. int8 hp_req_percent;
  240. int8 savagery_req_percent;
  241. int8 dissonance_req_percent;
  242. EQ2_8BitString name;
  243. EQ2_16BitString description;
  244. string success_message;
  245. string fade_message;
  246. int8 cast_type;
  247. string lua_script;
  248. int32 call_frequency;
  249. bool interruptable;
  250. int32 spell_visual;
  251. string effect_message;
  252. float min_range;
  253. int8 can_effect_raid;
  254. int8 affect_only_group_members;
  255. int8 group_spell;
  256. float hit_bonus;
  257. int8 display_spell_tier;
  258. int8 is_active;
  259. int8 det_type;
  260. bool incurable;
  261. int8 control_effect_type;
  262. int32 casting_flags;
  263. bool cast_while_moving;
  264. bool persist_though_death;
  265. bool not_maintained;
  266. bool is_aa;
  267. int8 savage_bar;
  268. int8 savage_bar_slot;
  269. int32 soe_spell_crc;
  270. int8 spell_type;
  271. int32 spell_name_crc;
  272. };
  273. class Spell{
  274. public:
  275. ~Spell();
  276. Spell();
  277. Spell(SpellData* in_spell);
  278. EQ2Packet* SerializeSpell(Client* client, bool display, bool trait_display = false, int8 packet_type = 0, int8 sub_packet_type = 0, const char* struct_name = 0);
  279. EQ2Packet* SerializeSpecialSpell(Client* client, bool display, int8 packet_type = 0, int8 sub_packet_type = 0);
  280. EQ2Packet* SerializeAASpell(Client* client,int8 tier, AltAdvanceData* data, bool display, bool trait_display = false, int8 packet_type = 0, int8 sub_packet_type = 0, const char* struct_name = 0);
  281. void AddSpellLevel(int8 adventure_class, int8 tradeskill_class, int16 level);
  282. void AddSpellEffect(int8 percentage, int8 subbullet, string description);
  283. void AddSpellLuaData(int8 type, int int_value, int int_value2, float float_value, float float_value2, bool bool_value, string string_value,string string_value2, string helper);
  284. void AddSpellLuaDataInt(int value, int value2, string helper);
  285. void AddSpellLuaDataFloat(float value, float value2, string helper);
  286. void AddSpellLuaDataBool(bool value, string helper);
  287. void AddSpellLuaDataString(string value, string value2, string helper);
  288. int32 GetSpellID();
  289. void SetPacketInformation(PacketStruct* packet, Client* client = 0, bool display_tier = false);
  290. void SetAAPacketInformation(PacketStruct* packet, AltAdvanceData* data, Client* client = 0, bool display_tier = false);
  291. int8 GetSpellTier();
  292. int32 GetSpellDuration();
  293. int16 GetSpellIcon();
  294. int16 GetSpellIconBackdrop();
  295. int16 GetSpellIconHeroicOp();
  296. int16 GetLevelRequired(Player* player);
  297. int16 GetHPRequired(Spawn* spawn);
  298. int16 GetPowerRequired(Spawn* spawn);
  299. int16 GetSavageryRequired(Spawn* spawn);
  300. int16 GetDissonanceRequired(Spawn* spawn);
  301. SpellData* GetSpellData();
  302. bool ScribeAllowed(Player* player);
  303. vector<LUAData*>* GetLUAData();
  304. vector <LevelArray*>* GetSpellLevels();
  305. vector <SpellDisplayEffect*>* GetSpellEffects();
  306. const char* GetName();
  307. const char* GetDescription();
  308. bool IsHealSpell();
  309. bool IsBuffSpell();
  310. bool IsDamageSpell();
  311. bool IsControlSpell();
  312. bool IsOffenseSpell();
  313. void ModifyCastTime(Entity* caster);
  314. bool CastWhileStunned();
  315. bool CastWhileMezzed();
  316. bool CastWhileStifled();
  317. bool CastWhileFeared();
  318. vector<SpellDisplayEffect*> effects;
  319. vector<LUAData*> lua_data;
  320. private:
  321. bool heal_spell;
  322. bool buff_spell;
  323. bool damage_spell;
  324. bool control_spell;
  325. bool offense_spell;
  326. SpellData* spell;
  327. //vector<SpellDisplayEffect*> effects;
  328. vector <LevelArray*> levels;
  329. Mutex MSpellInfo;
  330. };
  331. class MasterSpellList{
  332. public:
  333. MasterSpellList();
  334. ~MasterSpellList();
  335. void DestroySpells();
  336. map<string, Spell*> spell_name_map;
  337. map<int32, map<int32, Spell* > > spell_list;
  338. map<int32, Spell*> spell_soecrc_map;
  339. Spell* GetSpell(int32 id, int8 tier);
  340. vector<Spell*>* GetSpellListByAdventureClass(int8 class_id, int16 max_level, int8 max_tier);
  341. vector<Spell*>* GetSpellListByTradeskillClass(int8 class_id, int16 max_level, int8 max_tier);
  342. Spell* GetSpellByName(const char* name);
  343. Spell* GetSpellByCRC(int32 spell_crc);
  344. void Reload();
  345. EQ2Packet* GetSpellPacket(int32 id, int8 tier, Client* client = 0, bool display = false, int8 packet_type = 0);
  346. EQ2Packet* GetAASpellPacket(int32 id, int8 group, Client* client, bool display, int8 packet_type);
  347. EQ2Packet* GetSpecialSpellPacket(int32 id, int8 tier, Client* client = 0, bool display = false, int8 packet_type = 0);
  348. void AddSpell(int32 id, int8 tier, Spell* spell);
  349. Mutex MMasterSpellList;
  350. /// <summary>Gets the correct spell error value for the given version</summary>
  351. /// <param name='version'>Client version</param>
  352. /// <param name='error_index'>ID of the error</param>
  353. /// <returns>The int16 value for the given error and version</returns>
  354. int16 GetSpellErrorValue(int16 version, int8 error_index);
  355. /// <summary>Adds a spell error to the list</summary>
  356. /// <param name='version'>Client version for the error</param>
  357. /// <param name='error_index'>ID for the error</param>
  358. /// <param name='error_value'>Value for the error</param>
  359. void AddSpellError(int16 version, int8 error_index, int16 error_value);
  360. private:
  361. /// <summary>Helper function that gets the closest version in the spell_errors map that is less then or equal to the given version</summary>
  362. /// <param name='version'>Client version</param>
  363. /// <returns>int16 version that is closest to the given version</returns>
  364. int16 GetClosestVersion(int16 version);
  365. // map <version, map<error_index, error_value> >
  366. map<int16, map<int8, int16> > spell_errors;
  367. };
  368. #endif