Skills.h 5.1 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. #define SKILL_TYPE_WEAPONRY 1
  23. #define SKILL_TYPE_SPELLCASTING 2
  24. #define SKILL_TYPE_AVOIDANCE 3
  25. #define SKILL_TYPE_ARMOR 4
  26. #define SKILL_TYPE_SHIELD 5
  27. #define SKILL_TYPE_HARVESTING 6
  28. #define SKILL_TYPE_ARTISAN 7
  29. #define SKILL_TYPE_CRAFTSMAN 8
  30. #define SKILL_TYPE_OUTFITTER 9
  31. #define SKILL_TYPE_SCHOLAR 10
  32. #define SKILL_TYPE_GENERAL 13
  33. #define SKILL_TYPE_LANGUAGE 14
  34. #define SKILL_TYPE_CLASS 15
  35. #define SKILL_TYPE_COMBAT 16
  36. #define SKILL_TYPE_WEAPON 17
  37. #define SKILL_TYPE_TSKNOWLEDGE 18
  38. #define SKILL_TYPE_GENERAL_DOF 11
  39. #define SKILL_TYPE_LANGUAGE_DOF 12
  40. #define SKILL_TYPE_CLASS_DOF 13
  41. #define SKILL_TYPE_COMBAT_DOF 14
  42. #define SKILL_TYPE_WEAPON_DOF 15
  43. #define SKILL_TYPE_TSKNOWLEDGE_DOF 16
  44. #define SKILL_ID_SCULPTING 1039865549
  45. #define SKILL_ID_FLETCHING 3076004370
  46. #define SKILL_ID_ARTISTRY 3881305672
  47. #define SKILL_ID_TAILORING 2082133324
  48. #define SKILL_ID_METALSHAPING 3108933728
  49. #define SKILL_ID_METALWORKING 4032608519
  50. #define SKILL_ID_SCRIBING 773137566
  51. #define SKILL_ID_CHEMISTRY 2557647574
  52. #define SKILL_ID_ARTIFICING 3330500131
  53. #define SKILL_ID_ARTIFICING 3330500131
  54. //the following update the current_value to the max_value as soon as the max_value is updated
  55. #define SKILL_ID_DUALWIELD 1852383242
  56. #define SKILL_ID_FISTS 3177806075
  57. #define SKILL_ID_DESTROYING 3429135390
  58. #define SKILL_ID_MAGIC_AFFINITY 2072844078
  59. /* Each SkillBonus is comprised of multiple possible skill bonus values. This is so one spell can modify
  60. more than one skill */
  61. struct SkillBonusValue {
  62. int32 skill_id;
  63. float value;
  64. };
  65. struct SkillBonus {
  66. int32 spell_id;
  67. map<int32, SkillBonusValue*> skills;
  68. };
  69. class Skill{
  70. public:
  71. Skill();
  72. Skill(Skill* skill);
  73. int32 skill_id;
  74. int16 current_val;
  75. int16 previous_val;
  76. int16 max_val;
  77. int32 skill_type;
  78. int8 display;
  79. EQ2_16BitString short_name;
  80. EQ2_16BitString name;
  81. EQ2_16BitString description;
  82. bool save_needed;
  83. int CheckDisarmSkill(int16 targetLevel, int8 chest_difficulty=0);
  84. };
  85. class MasterSkillList{
  86. public:
  87. MasterSkillList();
  88. ~MasterSkillList();
  89. void AddSkill(Skill* skill);
  90. int16 GetSkillCount();
  91. EQ2Packet* GetPopulateSkillsPacket(int16 version);
  92. map<int32, Skill*>* GetAllSkills();
  93. Skill* GetSkill(int32 skill_id);
  94. Skill* GetSkillByName(const char* skill_name);
  95. private:
  96. map<int32, Skill*> skills;
  97. map<int16, EQ2Packet*> populate_packets;
  98. };
  99. class PlayerSkillList{
  100. public:
  101. PlayerSkillList();
  102. ~PlayerSkillList();
  103. void RemoveSkill(Skill* skill);
  104. void AddSkill(Skill* new_skill);
  105. bool CheckSkillIncrease(Skill* skill);
  106. Skill* GetSkillByName(const char* name);
  107. bool HasSkill(int32 skill_id);
  108. Skill* GetSkill(int32 skill_id);
  109. void IncreaseSkill(Skill* skill, int16 amount);
  110. void IncreaseSkill(int32 skill_id, int16 amount);
  111. void DecreaseSkill(Skill* skill, int16 amount);
  112. void DecreaseSkill(int32 skill_id, int16 amount);
  113. void SetSkill(Skill* skill, int16 value, bool send_update = true);
  114. void SetSkill(int32 skill_id, int16 value, bool send_update = true);
  115. void IncreaseSkillCap(Skill* skill, int16 amount);
  116. void IncreaseSkillCap(int32 skill_id, int16 amount);
  117. void DecreaseSkillCap(Skill* skill, int16 amount);
  118. void DecreaseSkillCap(int32 skill_id, int16 amount);
  119. void SetSkillCap(Skill* skill, int16 value);
  120. void SetSkillCap(int32 skill_id, int16 value);
  121. void IncreaseAllSkillCaps(int16 value);
  122. void IncreaseSkillCapsByType(int8 type, int16 value);
  123. void SetSkillCapsByType(int8 type, int16 value);
  124. void SetSkillValuesByType(int8 type, int16 value, bool send_update = true);
  125. void AddSkillUpdateNeeded(Skill* skill);
  126. void AddSkillBonus(int32 spell_id, int32 skill_id, float value);
  127. SkillBonus* GetSkillBonus(int32 spell_id);
  128. void RemoveSkillBonus(int32 spell_id);
  129. int16 CalculateSkillValue(int32 skill_id, int16 current_val);
  130. int16 CalculateSkillMaxValue(int32 skill_id, int16 max_val);
  131. EQ2Packet* GetSkillPacket(int16 version);
  132. vector<Skill*>* GetSaveNeededSkills();
  133. vector<Skill*>* GetSkillUpdates();
  134. map<int32, Skill*>* GetAllSkills();
  135. bool HasSkillUpdates();
  136. private:
  137. volatile bool has_updates;
  138. Mutex MSkillUpdates;
  139. int16 packet_count;
  140. uchar* orig_packet;
  141. int16 orig_packet_size;
  142. uchar* xor_packet;
  143. map<int32, Skill*> skills;
  144. map<string, Skill*> name_skill_map;
  145. vector<Skill*> skill_updates;
  146. MutexMap<int32, SkillBonus*> skill_bonus_list;
  147. };
  148. #endif