Rules.h 7.0 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. DisableHouseAlignmentRequirement,
  64. MentorItemDecayRate,
  65. /* PVP */
  66. AllowPVP,
  67. LevelRange,
  68. InvisPlayerDiscoveryRange,
  69. /* COMBAT */
  70. MaxCombatRange,
  71. DeathExperienceDebt,
  72. GroupExperienceDebt,
  73. PVPDeathExperienceDebt,
  74. ExperienceToDebt,
  75. ExperienceDebtRecoveryPercent,
  76. ExperienceDebtRecoveryPeriod,
  77. EnableSpiritShards,
  78. SpiritShardSpawnScript,
  79. ShardDebtRecoveryPercent,
  80. ShardRecoveryByRadius,
  81. /* SPAWN */
  82. SpeedMultiplier,
  83. ClassicRegen,
  84. HailMovementPause,
  85. HailDistance,
  86. UseHardCodeWaterModelType,
  87. UseHardCodeFlyingModelType,
  88. //SpeedRatio,
  89. /* UI */
  90. MaxWhoResults,
  91. MaxWhoOverrideStatus,
  92. /* WORLD */
  93. DefaultStartingZoneID,
  94. EnablePOIDiscovery,
  95. GamblingTokenItemID,
  96. GuildAutoJoin,
  97. GuildAutoJoinID,
  98. GuildAutoJoinDefaultRankID,
  99. ServerLocked,
  100. ServerLockedOverrideStatus,
  101. SyncZonesWithLogin,
  102. SyncEquipWithLogin,
  103. UseBannedIPsTable,
  104. LinkDeadTimer,
  105. RemoveDisconnectedClientsTimer,
  106. PlayerCampTimer,
  107. GMCampTimer,
  108. AutoAdminPlayers,
  109. AutoAdminGMs,
  110. AutoAdminStatusValue,
  111. DuskTime,
  112. DawnTime,
  113. ThreadedLoad,
  114. TradeskillSuccessChance,
  115. TradeskillCritSuccessChance,
  116. TradeskillFailChance,
  117. TradeskillCritFailChance,
  118. TradeskillEventChance,
  119. EditorURL,
  120. EditorIncludeID,
  121. EditorOfficialServer,
  122. IRCEnabled,
  123. IRCGlobalEnabled,
  124. IRCAddress,
  125. IRCPort,
  126. IRCChan,
  127. GroupSpellsTimer,
  128. SavePaperdollImage,
  129. SaveHeadshotImage,
  130. SendPaperdollImagesToLogin,
  131. TreasureChestDisabled,
  132. StartingZoneLanguages,
  133. StartingZoneRuleFlag,
  134. EnforceRacialAlignment,
  135. /* ZONE */
  136. MinZoneLevelOverrideStatus,
  137. MinZoneAccessOverrideStatus,
  138. XPMultiplier,
  139. TSXPMultiplier,
  140. WeatherEnabled,
  141. WeatherType,
  142. MinWeatherSeverity,
  143. MaxWeatherSeverity,
  144. WeatherChangeFrequency,
  145. WeatherChangePerInterval,
  146. WeatherDynamicMaxOffset,
  147. WeatherChangeChance,
  148. SpawnUpdateTimer,
  149. CheckAttackPlayer,
  150. CheckAttackNPC,
  151. HOTime,
  152. /* LOOT */
  153. LootRadius,
  154. AutoDisarmChest, // if enabled disarm only works if you right click and disarm, clicking and opening chest won't attempt auto disarm
  155. ChestTriggerRadiusGroup,
  156. ChestUnlockedTimeDrop,
  157. AllowChestUnlockByDropTime,
  158. ChestUnlockedTimeTrap,
  159. AllowChestUnlockByTrapTime,
  160. /* SPELLS */
  161. NoInterruptBaseChance,
  162. EnableFizzleSpells,
  163. DefaultFizzleChance,
  164. FizzleMaxSkill,
  165. FizzleDefaultSkill,
  166. EnableCrossZoneGroupBuffs,
  167. EnableCrossZoneTargetBuffs,
  168. PlayerSpellSaveStateWaitInterval,
  169. PlayerSpellSaveStateCap,
  170. RequirePreviousTierScribe,
  171. /* ZONE TIMERS */
  172. RegenTimer,
  173. ClientSaveTimer,
  174. ShutdownDelayTimer,
  175. WeatherTimer,
  176. SpawnDeleteTimer,
  177. GlobalExpansionFlag,
  178. GlobalHolidayFlag,
  179. DatabaseVersion,
  180. SkipLootGrayMob
  181. };
  182. class Rule {
  183. public:
  184. Rule();
  185. Rule(int32 category, int32 type, const char *value, const char *combined);
  186. Rule (Rule *rule_in);
  187. virtual ~Rule();
  188. void SetValue(const char *value) {strncpy(this->value, value, sizeof(this->value));}
  189. int32 GetCategory() {return category;}
  190. int32 GetType() {return type;}
  191. const char * GetValue() {return value;}
  192. const char * GetCombined() {return combined;}
  193. int8 GetInt8() {return (int8)atoul(value);}
  194. int16 GetInt16() {return (int16)atoul(value);}
  195. int32 GetInt32() {return (int32)atoul(value);}
  196. int64 GetInt64() {return (int64)atoi64(value);}
  197. sint8 GetSInt8() {return (sint8)atoi(value);}
  198. sint16 GetSInt16() {return (sint16)atoi(value);}
  199. sint32 GetSInt32() {return (sint32)atoi(value);}
  200. sint64 GetSInt64() {return (sint64)atoi64(value);}
  201. bool GetBool() {return atoul(value) > 0 ? true : false;}
  202. float GetFloat() {return atof(value);}
  203. char GetChar() {return value[0];}
  204. const char * GetString() {return value;}
  205. private:
  206. int32 category;
  207. int32 type;
  208. char value[64];
  209. char combined[256];
  210. };
  211. class RuleSet {
  212. public:
  213. RuleSet();
  214. RuleSet(RuleSet *in_rule_set);
  215. virtual ~RuleSet();
  216. void CopyRulesInto(RuleSet *in_rule_set);
  217. void SetID(int32 id) {this->id = id;}
  218. void SetName(const char *name) {strncpy(this->name, name, sizeof(this->name));}
  219. int32 GetID() {return id;}
  220. const char *GetName() {return name;}
  221. void AddRule(Rule *rule);
  222. Rule * GetRule(int32 category, int32 type);
  223. Rule * GetRule(const char *category, const char *type);
  224. void ClearRules();
  225. map<int32, map<int32, Rule *> > * GetRules() {return &rules;}
  226. private:
  227. int32 id;
  228. char name[64];
  229. Mutex m_rules;
  230. map<int32, map<int32, Rule *> > rules;
  231. };
  232. class RuleManager {
  233. public:
  234. RuleManager();
  235. virtual ~RuleManager();
  236. void Init();
  237. void Flush(bool reinit=false);
  238. void LoadCodedDefaultsIntoRuleSet(RuleSet *rule_set);
  239. bool AddRuleSet(RuleSet *rule_set);
  240. int32 GetNumRuleSets();
  241. void ClearRuleSets();
  242. Rule * GetBlankRule() {return &blank_rule;}
  243. bool SetGlobalRuleSet(int32 rule_set_id);
  244. Rule * GetGlobalRule(int32 category, int32 type);
  245. Rule * GetGlobalRule(const char* category, const char* type);
  246. bool SetZoneRuleSet(int32 zone_id, int32 rule_set_id);
  247. Rule * GetZoneRule(int32 zone_id, int32 category, int32 type);
  248. void ClearZoneRuleSets();
  249. RuleSet * GetGlobalRuleSet() {return &global_rule_set;}
  250. map<int32, map<int32, Rule *> > * GetRules() {return &rules;}
  251. private:
  252. Mutex m_rule_sets;
  253. Mutex m_global_rule_set;
  254. Mutex m_zone_rule_sets;
  255. Rule blank_rule; /* READ ONLY */
  256. map<int32, map<int32, Rule *> > rules; /* all of the rules loaded with their defaults (FROM THE CODE). map<category, map<type, rule>> */
  257. map<int32, RuleSet *> rule_sets; /* all of the possible rule sets from the database. map<rule set id, rule set> */
  258. RuleSet global_rule_set; /* the global rule set, first fill it the defaults from the code, then over ride from the database */
  259. map<int32, RuleSet *> zone_rule_sets; /* references to a zone's rule set. map<zone id, rule set> */
  260. };
  261. #endif