SpellProcess.h 17 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_SPELL_PROCESS__
  17. #define __EQ2_SPELL_PROCESS__
  18. #include "client.h"
  19. #include "Spells.h"
  20. #include "zoneserver.h"
  21. #include "LuaInterface.h"
  22. #include "MutexMap.h"
  23. #include "MutexList.h"
  24. #include "World.h"
  25. #include "HeroicOp/HeroicOp.h"
  26. #define MODIFY_HEALTH 1
  27. #define MODIFY_FOCUS 2
  28. #define MODIFY_DEFENSE 3
  29. #define MODIFY_POWER 4
  30. #define MODIFY_SPEED 5
  31. #define MODIFY_INT 6
  32. #define MODIFY_WIS 7
  33. #define MODIFY_STR 8
  34. #define MODIFY_AGI 9
  35. #define MODIFY_STA 10
  36. #define MODIFY_COLD_RESIST 11
  37. #define MODIFY_HEAT_RESIST 12
  38. #define MODIFY_DISEASE_RESIST 13
  39. #define MODIFY_POISON_RESIST 14
  40. #define MODIFY_MAGIC_RESIST 15
  41. #define MODIFY_MENTAL_RESIST 16
  42. #define MODIFY_DIVINE_RESIST 17
  43. #define MODIFY_ATTACK 18
  44. #define MODIFY_MITIGATION 19
  45. #define MODIFY_AVOIDANCE 20
  46. #define MODIFY_CONCENTRATION 21
  47. #define MODIFY_EXP 22
  48. #define MODIFY_FACTION 23
  49. #define CHANGE_SIZE 24
  50. #define CHANGE_RACE 25
  51. #define CHANGE_LOCATION 26
  52. #define CHANGE_ZONE 27
  53. #define CHANGE_PREFIX_TITLE 28
  54. #define CHANGE_DEITY 29
  55. #define CHANGE_LAST_NAME 30
  56. #define MODIFY_HASTE 31
  57. #define MODIFY_SKILL 32
  58. #define CHANGE_TARGET 33
  59. #define CHANGE_LEVEL 34
  60. #define MODIFY_SPELL_CAST_TIME 35
  61. #define MODIFY_SPELL_POWER_REQ 36
  62. #define MODIFY_SPELL_HEALTH_REQ 37
  63. #define MODIFY_SPELL_RECOVERY 38
  64. #define MODIFY_SPELL_RECAST_TIME 39
  65. #define MODIFY_SPELL_RADIUS 40
  66. #define MODIFY_SPELL_AOE_TARGETS 41
  67. #define MODIFY_SPELL_RANGE 42
  68. #define MODIFY_SPELL_DURATION 43
  69. #define MODIFY_SPELL_RESISTIBILITY 44
  70. #define MODIFY_DAMAGE 45
  71. #define MODIFY_DELAY 46
  72. #define MODIFY_TRADESKILL_EXP 47
  73. #define ADD_MOUNT 48
  74. #define REMOVE_MOUNT 49
  75. #define MODIFY_SPELL_CRIT_CHANCE 50
  76. #define MODIFY_CRIT_CHANCE 51
  77. #define SUMMON_ITEM 52
  78. #define MODIFY_JUMP 53
  79. #define MODIFY_FALL_SPEED 54
  80. #define INFLICT_DAMAGE 55
  81. #define ADD_DOT 56
  82. #define REMOVE_DOT 57
  83. #define HEAL_TARGET 58
  84. #define HEAL_AOE 59
  85. #define INFLICT_AOE_DAMAGE 60
  86. #define HEAL_GROUP_AOE 61
  87. #define ADD_AOE_DOT 62
  88. #define REMOVE_AOE_DOT 63
  89. #define ADD_HOT 64
  90. #define REMOVE_HOT 65
  91. #define MODIFY_AGGRO_RANGE 66
  92. #define BLIND_TARGET 67
  93. #define UNBLIND_TARGET 68
  94. #define KILL_TARGET 69
  95. #define RESURRECT_TARGET 70
  96. #define CHANGE_SUFFIX_TITLE 71
  97. #define SUMMON_PET 72
  98. #define MODIFY_HATE 73
  99. #define ADD_REACTIVE_HEAL 74
  100. #define MODIFY_POWER_REGEN 75
  101. #define MODIFY_HP_REGEN 76
  102. #define FEIGN_DEATH 77
  103. #define MODIFY_VISION 78
  104. #define INVISIBILITY 79
  105. #define CHARM_TARGET 80
  106. #define MODIFY_TRADESKILL_DURABILITY 81
  107. #define MODIFY_TRADESKILL_PROGRESS 82
  108. #define ACTIVE_SPELL_NORMAL 0
  109. #define ACTIVE_SPELL_ADD 1
  110. #define ACTIVE_SPELL_REMOVE 2
  111. #define GET_VALUE_BAD_VALUE 0xFFFFFFFF
  112. struct InterruptStruct{
  113. Spawn* interrupted;
  114. Spawn* target;
  115. LuaSpell* spell;
  116. int16 error_code;
  117. };
  118. struct CastTimer{
  119. Client* caster;
  120. int32 target_id;
  121. EntityCommand* entity_command;
  122. LuaSpell* spell;
  123. Timer* timer;
  124. ZoneServer* zone;
  125. bool delete_timer;
  126. };
  127. struct CastSpell{
  128. Entity* caster;
  129. Spawn* target;
  130. int32 spell_id;
  131. ZoneServer* zone;
  132. };
  133. struct RecastTimer{
  134. Entity* caster;
  135. Client* client;
  136. Spell* spell;
  137. Timer* timer;
  138. };
  139. /// <summary> Handles all spell casts for a zone, only 1 SpellProcess per zone </summary>
  140. class SpellProcess{
  141. public:
  142. SpellProcess();
  143. ~SpellProcess();
  144. /// <summary>Remove all spells from the SpellProcess </summary>
  145. void RemoveAllSpells();
  146. /// <summary>Main loop, handles everything (interupts, cast time, recast, ...) </summary>
  147. void Process();
  148. /// <summary>Interrupts the caster (creates the InterruptStruct and adds it to a list)</summary>
  149. /// <param name='caster'>Entity being interrupted</param>
  150. /// <param name='interruptor'>Spawn that interrupted the caster</param>
  151. /// <param name='error_code'>The error code</param>
  152. /// <param name='cancel'>Bool if the spell was cancelled not interrupted</param>
  153. void Interrupted(Entity* caster, Spawn* interruptor, int16 error_code, bool cancel = false, bool from_movement = false);
  154. /// <summary>Does all the checks and actually casts the spell</summary>
  155. /// <param name='zone'>The current ZoneServer</param>
  156. /// <param name='spell'>The Spell to cast</param>
  157. /// <param name='caster'>The Entity casting the spell</param>
  158. /// <param name='target'>The target(Spawn) of the spell</param>
  159. /// <param name='lock'>??? not currently used</param>
  160. /// <param name='harvest_spell'>Is this a harvest spell?</param>
  161. void ProcessSpell(ZoneServer* zone, Spell* spell, Entity* caster, Spawn* target = 0, bool lock = true, bool harvest_spell = false);
  162. /// <summary>Cast an EntityCommand (right click menu)</summary>
  163. /// <param name='zone'>The current ZoneServer</param>
  164. /// <param name='entity_command'>the EntityCommand to cast</param>
  165. /// <param name='caster'>The Entity casting the EntityCommand</param>
  166. /// <param name='target'>The target(Spawn*) of the EntityCommand</param>
  167. /// <param name='lock'>??? not currently used</param>
  168. void ProcessEntityCommand(ZoneServer* zone, EntityCommand* entity_command, Entity* caster, Spawn* target, bool lock = true);
  169. /// <summary>Checks to see if the caster has enough power and takes it</summary>
  170. /// <param name='spell'>LuaSpell to check and take power for (LuaSpell contains the caster)</param>
  171. /// <returns>True if caster had enough power</returns>
  172. bool TakePower(LuaSpell* spell);
  173. /// <summary>Check to see if the caster has enough power to cast the spell</summary>
  174. /// <param name='spell'>LuaSpell to check (LuaSpell contains the caster)</param>
  175. /// <returns>True if the caster has enough power</returns>
  176. bool CheckPower(LuaSpell* spell);
  177. /// <summary>Check to see if the caster has enough hp and take it</summary>
  178. /// <param name='spell'>LuaSpell to check and take hp for (LuaSpell contains the caster)</param>
  179. /// <returns>True if the caster had enough hp</returns>
  180. bool TakeHP(LuaSpell* spell);
  181. /// <summary>Check to see if the caster has enough hp to cast the spell</summary>
  182. /// <param name='spell'>LuaSpell to check (LuaSpell contains the caster)</param>
  183. /// <returns>True if the caster had enough hp</returns>
  184. bool CheckHP(LuaSpell* spell);
  185. /// <summary>Check to see if the caster has enough concentration available to cast the spell</summary>
  186. /// <param name='spell'>LuaSpell to check (LuaSpell contains the caster)</param>
  187. /// <returns>True if the caster has enough concentration</returns>
  188. bool CheckConcentration(LuaSpell* spell);
  189. bool CheckSavagery(LuaSpell* spell);
  190. bool TakeSavagery(LuaSpell* spell);
  191. bool CheckDissonance(LuaSpell* spell);
  192. bool AddDissonance(LuaSpell* spell);
  193. /// <summary>Check to see if the caster has enough concentration available and add to the casters concentration</summary>
  194. /// <param name='spell'>LuaSpell to check (LuaSpell contains the caster)</param>
  195. /// <returns>True of the caster had enough concentration</returns>
  196. bool AddConcentration(LuaSpell* spell);
  197. /// <summary>Cast the spell, calls ProcessSpell for the given LuaSpell, as well as sends the messages for the spells and calls the casted on function in the targets spawn script</summary>
  198. /// <param name='spell'>LuaSpell to cast</param>
  199. /// <param name='passive'>Is this a passive spell being cast?</param>
  200. /// <returns>True if the spell was casted</returns>
  201. bool CastProcessedSpell(LuaSpell* spell, bool passive = false);
  202. /// <summary>Cast the EntityCommand, calls ProcessEntityCommand for the given EntityCommand, as well as sends the messages for the command and calls the casted on function in the targets spawn script</summary>
  203. /// <param name='entity_command'>EntityCommand to cast</param>
  204. /// <param name='client'>Client casting the entity command</param>
  205. /// <returns>True if the spell was casted</returns>
  206. bool CastProcessedEntityCommand(EntityCommand* entity_command, Client* client, Spawn* target);
  207. /// <summary>Sends the start cast packet for the given client</summary>
  208. /// <param name='spell'>LuaSpell being cast</param>
  209. /// <param name='client'>The client casting the spell</param>
  210. void SendStartCast(LuaSpell* spell, Client* client);
  211. /// <summary>Send finish cast packet and take power/hp or add conc, also checks for quest updates</summary>
  212. /// <param name='spell'>LuaSpell that just finished casting</param>
  213. /// <param name='client'>Client that just finished casting, null if not a player</param>
  214. void SendFinishedCast(LuaSpell* spell, Client* client);
  215. /// <summary>Locks all the spells for the given client (shades them all gray)</summary>
  216. /// <param name='client'>Client to lock the spells for</param>
  217. void LockAllSpells(Client* client);
  218. /// <summary>Unlock all the spells for the given client</summary>
  219. /// <param name='client'>Client to unlock the spells for</param>
  220. void UnlockAllSpells(Client* client);
  221. /// <summary>Unlock a single spell for the given client</summary>
  222. /// <param name='client'>The client to unlock the spell for</param>
  223. /// <param name='spell'>The spell to unlock</param>
  224. void UnlockSpell(Client* client, Spell* spell);
  225. /// <summary>Remove the given spell for the given caster from the SpellProcess</summary>
  226. /// <param name='caster'>The spawn to remove the spell for</param>
  227. /// <param name='spell'>The spell to remove</param>
  228. bool DeleteCasterSpell(Spawn* caster, Spell* spell);
  229. /// <summary>Remove the given spell from the ZpellProcess</summary>
  230. /// <param name='spell'>LuaSpell to remove</param>
  231. bool DeleteCasterSpell(LuaSpell* spell);
  232. /// <summary>Interrupt the spell</summary>
  233. /// <param name='interrupt'>InterruptStruct that contains all the info</param>
  234. void CheckInterrupt(InterruptStruct* interrupt);
  235. /// <summary>Removes the timers for the given spawn</summary>
  236. /// <param name='spawn'>Spawn to remove the timers for</param>
  237. /// <param name='remove_all'>Remove all timers (cast, recast, active, queue, interrupted)? If false only cast timers are removed</param>
  238. void RemoveSpellTimersFromSpawn(Spawn* spawn, bool remove_all = false, bool delete_recast = true);
  239. /// <summary>Sets the recast timer for the spell </summary>
  240. /// <param name='spell'>The spell to set the recast for</param>
  241. /// <param name='caster'>The entity to set the recast for</param>
  242. /// <param name='timer_override'>Change the recast timer of the spell</param>
  243. /// <param name='check_linked_timers'>Set the recast on all other spells the player has with the same timer</param>
  244. void CheckRecast(Spell* spell, Entity* caster, float timer_override = 0, bool check_linked_timers = true);
  245. /// <summary>Add a spell to the queue for the player</summary>
  246. /// <param name='spell'>Spell to add</param>
  247. /// <param name='caster'>Entity's queue to add the spell to, if not a player function does nothing</param>
  248. void AddSpellToQueue(Spell* spell, Entity* caster);
  249. /// <summary>Removes a spell from the queue for the player</summary>
  250. /// <param name='spell'>Spell to remove from the queue</param>
  251. /// <param name='caster'>Entity's queue to remove the spell from, if not a player function does nothing</param>
  252. void RemoveSpellFromQueue(Spell* spell, Entity* caster);
  253. /// <summary>Clear the queue, or clear only hostile spells from the queue</summary>
  254. /// <param name='caster'>Entity to clear the queue for, if not player function does nothing</param>
  255. /// <param name='hostile_only'>Set to true to only remove hostile spells, default is false</param>
  256. void RemoveSpellFromQueue(Entity* caster, bool hostile_only = false);
  257. /// <summary>Clear the queue for the given caster</summary>
  258. /// <param name='caster'>Entity to clear the queue for, is not player function does nothing</param>
  259. void CheckSpellQueue(Entity* caster);
  260. /// <summary>Check the given enities queue for the spell, if found remove, if not found add</summary>
  261. /// <param name='spell'>Spell to check for</param>
  262. /// <param name='caster'>Entity's queue to check, if not player function does nothing</param>
  263. void CheckSpellQueue(Spell* spell, Entity* caster);
  264. /// <summary>Checks to see if the entity can cast the spell </summary>
  265. /// <param name='spell'>The spell being cast</param>
  266. /// <param name='caster'>The entity casting the spell </param>
  267. bool IsReady(Spell* spell, Entity* caster);
  268. /// <summary>Send the spell book update packet to the given client</summary>
  269. /// <param name='client'>Client to send the packet to</param>
  270. void SendSpellBookUpdate(Client* client);
  271. /// <summary>Gets the target of the currently casting spell for the given entity</summary>
  272. /// <param name='caster'>Entity whos spell we are checking</param>
  273. /// <returns>Spawn* - the spells target</returns>
  274. Spawn* GetSpellTarget(Entity* caster);
  275. /// <summary>Gets the currently casting spell for the given entity</summary>
  276. /// <param name='caster'>Entity to get the spell for</param>
  277. /// <returns>Spell* for the currently casting spell</returns>
  278. Spell* GetSpell(Entity* caster);
  279. /// <summary>Gets the currently casting LuaSpell for the given entity</summary>
  280. /// <param name='caster'>Entity to get the LuaSpell for</param>
  281. /// <returns>LuaSpell* for the currently casting spell</returns>
  282. LuaSpell* GetLuaSpell(Entity* caster);
  283. /// <summary>Gets the targets for the spell and adds them to the LuaSpell targets array</summary>
  284. /// <param name='luaspell'>LuaSpell to get the targets for</param>
  285. static void GetSpellTargets(LuaSpell* luaspell);
  286. static void GetPlayerGroupTargets(Player* target, Spawn* caster, LuaSpell* luaspell, bool bypassSpellChecks=false, bool bypassRangeChecks=false);
  287. /// <summary>Gets targets for a true aoe spell (not an encounter ae) and adds them to the LuaSpell targets array</summary>
  288. /// <param name='luaspell'>LuaSpell to get the targets for</param>
  289. static void GetSpellTargetsTrueAOE(LuaSpell* luaspell);
  290. /// <summary>Applies or removes passive spells, bypasses the spell queue and treats the spell as an insta cast spell</summary>
  291. /// <param name='spell'>The passive spell to apply or remove</param>
  292. /// <param name='caster'>The Entity to apply or remove the passive spell to</param>
  293. /// <param name='remove'>Tells the function to remove the spell effects of this passive, default is false</param>
  294. bool CastPassives(Spell* spell, Entity* caster, bool remove = false);
  295. bool CastInstant(Spell* spell, Entity* caster, Entity* target, bool remove = false, bool passive=false);
  296. /// <summary>Adds a spell script timer to the list</summary>
  297. /// <param name='timer'>Timer to add</param>
  298. void AddSpellScriptTimer(SpellScriptTimer* timer);
  299. /// <summary>Removes a spell script timer from the list</summary>
  300. /// <param name='timer'>Timer to remove</param>
  301. void RemoveSpellScriptTimer(SpellScriptTimer* timer, bool locked=false);
  302. void RemoveSpellScriptTimerBySpell(LuaSpell* spell, bool clearPendingDeletes=true);
  303. /// <summary>Checks the spell script timers</summary>
  304. void CheckSpellScriptTimers();
  305. /// <summary>Checks to see if the list has the spell</summary>
  306. bool SpellScriptTimersHasSpell(LuaSpell* spell);
  307. void ClearSpellScriptTimerList();
  308. MutexList<LuaSpell*>* GetActiveSpells() { return &active_spells; }
  309. void RemoveTargetFromSpell(LuaSpell* spell, Spawn* target);
  310. void CheckRemoveTargetFromSpell(LuaSpell* spell, bool allow_delete = true);
  311. /// <summary>Adds a solo HO to the SpellProcess</summary>
  312. /// <param name='client'>The client who is starting the HO</param>
  313. /// <param name='ho'>The HO that is being started</param>
  314. bool AddHO(Client* client, HeroicOP* ho);
  315. /// <summary>Adds a group HO to the SpellProcess</summary>
  316. /// <param name='group_id'>ID of the group that is starting the HO</param>
  317. /// <param name='ho'>The HO that is being started</param>
  318. bool AddHO(int32 group_id, HeroicOP* ho);
  319. /// <summary>Stops the HO that targets the given spawn</summary>
  320. /// <param name='spawn_id'>ID of the spawn targeted by the HO we want to stop</param>
  321. void KillHOBySpawnID(int32 spawn_id);
  322. void AddSpellCancel(LuaSpell* spell);
  323. private:
  324. /// <summary>Sends the spell data to the lua script</summary>
  325. /// <param name='spell'>LuaSpell to call the lua script for</param>
  326. /// <param name='first_cast'>No clue, not currently used</param>
  327. /// <returns>True if the spell script was called successfully</returns>
  328. bool ProcessSpell(LuaSpell* spell, bool first_cast = true, const char* function = 0, SpellScriptTimer* timer = 0);
  329. Mutex MSpellProcess;
  330. MutexMap<Entity*,Spell*> spell_que;
  331. MutexList<LuaSpell*> active_spells;
  332. MutexList<CastTimer*> cast_timers;
  333. MutexList<InterruptStruct*>interrupt_list;
  334. MutexList<RecastTimer*> recast_timers;
  335. int32 last_checked_time;
  336. vector<SpellScriptTimer*> m_spellScriptList;
  337. Mutex MSpellScriptTimers;
  338. map<LuaSpell*, vector<int32>*> remove_target_list;
  339. Mutex MRemoveTargetList;
  340. vector<LuaSpell*> SpellCancelList;
  341. Mutex MSpellCancelList;
  342. Mutex MSoloHO;
  343. Mutex MGroupHO;
  344. map<Client*, HeroicOP*> m_soloHO;
  345. map<int32, HeroicOP*> m_groupHO;
  346. };
  347. #endif