EQ2EMu/EQ2/source/WorldServer/Spells.h
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2020-02-28 09:17:24 -05:00

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/*
EQ2Emulator: Everquest II Server Emulator
Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
This file is part of EQ2Emulator.
EQ2Emulator is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
EQ2Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef __EQ2_SPELLS__
#define __EQ2_SPELLS__
#include <map>
#include <vector>
#include "../common/types.h"
#include "../common/EQPacket.h"
#include "../common/MiscFunctions.h"
#include "client.h"
#include "../common/Mutex.h"
#include "AltAdvancement/AltAdvancement.h"
#define SPELL_TARGET_SELF 0
#define SPELL_TARGET_ENEMY 1
#define SPELL_TARGET_GROUP_AE 2
#define SPELL_TARGET_CASTER_PET 3
#define SPELL_TARGET_ENEMY_PET 4
#define SPELL_TARGET_ENEMY_CORPSE 5
#define SPELL_TARGET_GROUP_CORPSE 6
#define SPELL_TARGET_NONE 7
#define SPELL_TARGET_RAID_AE 8
#define SPELL_TARGET_OTHER_GROUP_AE 9
#define SPELL_BOOK_TYPE_SPELL 0
#define SPELL_BOOK_TYPE_COMBAT_ART 1
#define SPELL_BOOK_TYPE_ABILITY 2
#define SPELL_BOOK_TYPE_TRADESKILL 3
#define SPELL_BOOK_TYPE_NOT_SHOWN 4
#define SPELL_CAST_TYPE_NORMAL 0
#define SPELL_CAST_TYPE_TOGGLE 1
#define SPELL_ERROR_NOT_ENOUGH_KNOWLEDGE 1
#define SPELL_ERROR_INTERRUPTED 2
#define SPELL_ERROR_TAKE_EFFECT_MOREPOWERFUL 3
#define SPELL_ERROR_TAKE_EFFECT_SAMESPELL 4
#define SPELL_ERROR_CANNOT_CAST_DEAD 5
#define SPELL_ERROR_NOT_ALIVE 6
#define SPELL_ERROR_NOT_DEAD 7
#define SPELL_ERROR_CANNOT_CAST_SITTING 8
#define SPELL_ERROR_CANNOT_CAST_UNCON 9
#define SPELL_ERROR_ALREADY_CASTING 10
#define SPELL_ERROR_RECOVERING 11
#define SPELL_ERROR_NON_COMBAT_ONLY 12
#define SPELL_ERROR_CANNOT_CAST_STUNNED 13
#define SPELL_ERROR_CANNOT_CAST_STIFFLED 14
#define SPELL_ERROR_CANNOT_CAST_CHARMED 15
#define SPELL_ERROR_NOT_WHILE_MOUNTED 16
#define SPELL_ERROR_NOT_WHILE_FLYING 17
#define SPELL_ERROR_NOT_WHILE_CLIMBING 18
#define SPELL_ERROR_NOT_READY 19
#define SPELL_ERROR_CANT_SEE_TARGET 20
#define SPELL_ERROR_INCORRECT_STANCE 21
#define SPELL_ERROR_CANNOT_CAST_FEIGNDEATH 22
#define SPELL_ERROR_INVENTORY_FULL 23
#define SPELL_ERROR_NOT_ENOUGH_COIN 24
#define SPELL_ERROR_NOT_ALLOWED_HERE 25
#define SPELL_ERROR_NOT_WHILE_CRAFTING 26
#define SPELL_ERROR_ONLY_WHEN_CRAFTING 27
#define SPELL_ERROR_ITEM_NOT_ATTUNED 28
#define SPELL_ERROR_ITEM_WORN_OUT 29
#define SPELL_ERROR_MUST_EQUIP_WEAPON 30
#define SPELL_ERROR_WEAPON_BROKEN 31
#define SPELL_ERROR_CANNOT_CAST_FEARED 32
#define SPELL_ERROR_TARGET_IMMUNE_HOSTILE 33
#define SPELL_ERROR_TARGET_IMMUNE_BENEFICIAL 34
#define SPELL_ERROR_NO_TAUNT_SPELLS 35
#define SPELL_ERROR_CANNOT_USE_IN_BATTLEGROUNDS 36
#define SPELL_ERROR_CANNOT_PREPARE 37
#define SPELL_ERROR_NO_ELIGIBLE_TARGET 38
#define SPELL_ERROR_NO_TARGETS_IN_RANGE 39
#define SPELL_ERROR_TOO_CLOSE 40
#define SPELL_ERROR_TOO_FAR_AWAY 41
#define SPELL_ERROR_TARGET_TOO_WEAK 42
#define SPELL_ERROR_TARGET_TOO_POWERFUL 43
#define SPELL_ERROR_WONT_WORK_ON_TARGET 44
#define SPELL_ERROR_TARGET_INVULNERABLE 45
#define SPELL_ERROR_TARGET_IMMUNE 46
#define SPELL_ERROR_TARGET_ENGAGED 47
#define SPELL_ERROR_TARGET_NOT_GROUPED 48
#define SPELL_ERROR_TARGET_IN_USE 49
#define SPELL_ERROR_TARGET_GROUP_HAS_SPELL 50
#define SPELL_ERROR_TARGET_ALREADY_ENGAGED 51
#define SPELL_ERROR_CANNOT_ENGAGE 52
#define SPELL_ERROR_NOT_A_FRIEND 53
#define SPELL_ERROR_NOT_AN_ENEMY 54
#define SPELL_ERROR_TARGET_INVENTORY_FULL 55
#define SPELL_ERROR_FINISH_DUELING_FIRST 56
#define SPELL_ERROR_ILLEGAL_TARGET_ATTACK 57
#define SPELL_ERROR_NOT_WHILE_MENTORING_PVP 58
#define SPELL_ERROR_NOT_WHILE_MENTORING_BENEFICIAL 59
#define SPELL_ERROR_ILLEGAL_TARGET_HEAL_OUTSIDE_LEVEL_RANGE 60
#define SPELL_ERROR_NOTHING_TO_CURE 61
#define SPELL_ERROR_NOT_ENOUGH_POWER 62
#define SPELL_ERROR_NOT_ENOUGH_HEALTH 63
#define SPELL_ERROR_NOT_ENOUGH_CONC 64
#define SPELL_ERROR_MISSING_COMPONENT 65
#define SPELL_ERROR_OUT_OF_CHARGES 66
#define SPELL_ERROR_LACK_AMMO 67
#define SPELL_ERROR_NO_RANGED_EQUIPPED 68
#define SPELL_ERROR_RANGED_NEEDS_REPAIR 69
#define SPELL_ERROR_LACK_WEAPON_TYPE 70
#define SPELL_ERROR_NOT_ENOUGH_SAVAGERY 71
#define SPELL_ERROR_ALREADY_PREPARED 72
#define SPELL_ERROR_ALREADY_HAVE_SPELL 73
#define SPELL_ERROR_NOT_SMART_ENOUGH 74 // "You lack the intellectual capacity to prepare another spell."
#define SPELL_ERROR_NO_HOSTILE_SPELLS 75
#define SPELL_ERROR_NO_BENEFICIAL_SPELLS 76
#define SPELL_ERROR_CANNOT_MOUNT_NOW_SITTING 77
#define SPELL_ERROR_CANNOT_MOUNT_NOW_DEAD 78
#define SPELL_ERROR_CANNOT_MOUNT_NOW_CLIMBING 79
#define SPELL_ERROR_CANNOT_MOUNT_NOW_FORM 80
#define SPELL_ERROR_CANNOT_MOUNT_NOW_WATER_TO_DEEP 81
#define SPELL_ERROR_ALREADY_CAST 82
#define SPELL_ERROR_LOTTERY_IN_PROGRESS 83
#define SPELL_ERROR_NOT_IN_PVP 84
#define SPELL_ERROR_NOT_ENOUGH_DISSONANCE 85
#define SPELL_ERROR_NOT_CANNOT_CAST_BUG_UNKNOWN_FAILURE 86
#define SPELL_ERROR_NOT_CANNOT_CAST_BUG_SPELL_TEMPLATE 87
#define SPELL_ERROR_NOT_PREPARED_BUG 88
#define SPELL_ERROR_NOT_CANNOT_CAST_BUG_NO_GAME_WORLD 89
#define SPELL_ERROR_NOT_CANNOT_CAST_BUG_NO_OWNER 90
#define SPELL_ERROR_NOT_CANNOT_CAST_BUG_OWNER_TYPE 91
#define SPELL_ERROR_NOT_CANNOT_CAST_BUG_NO_CASTER 92
#define SPELL_ERROR_NO_RESPONSE_10 93
#define SPELL_ERROR_BUG_PARTIAL_INTERUPT 94
#define SPELL_ERROR_NO_RESPONSE_15 95
#define SPELL_ERROR_BUG_TARGET_RESISTED 96
#define SPELL_ERROR_BUG_TARGET_REFLECTED 97
#define SPELL_ERROR_NO_RESPONSE_18 98
#define SPELL_ERROR_NO_RESPONSE_35 99
#define SPELL_ERROR_BUG_UNKNOWN_43 100
#define SPELL_ERROR_BUG_UNKNOWN_44 101
#define SPELL_ERROR_BUG_UNKNOWN_47 102
#define SPELL_ERROR_TARGET_IMMUNE_HEALED_WITH_REPAIRS 103
#define SPELL_ERROR_NOT_WHILE_MENTORING 104
#define SPELL_ERROR_BUG_NO_EFFECTS_LANDED 105
#define SPELL_ERROR_TOO_MUCH_DISSONANCE 106
#define SPELL_ERROR_BUG_INVALID_SPELL_INDEX 107
#define SPELL_ERROR_CANNOT_CAST_NOT_FOUND_95 108
#define SPELL_ERROR_BUG_CONTAINMENT_TYPE 109
#define SPELL_ERROR_BUG_SLOT_FULL 110
#define SPELL_ERROR_CANNOT_CAST_NO_SPELL_101 111
#define SPELL_ERROR_RECOVERING_ITEM_ABILITY 112
#define SPELL_ERROR_NO_RESPONSE_110 113
#define SPELL_ERROR_ALREADY_CAST_ON_TARGET 114
#define CASTING_FLAG_MEZZED 1
#define CASTING_FLAG_STIFLED 2
#define CASTING_FLAG_STUNNED 4
#define CASTING_FLAG_FEARED 8
// Spell type is for AI so code knows what a spell is
#define SPELL_TYPE_UNSET 1
#define SPELL_TYPE_DD 2
#define SPELL_TYPE_DOT 3
#define SPELL_TYPE_HEAL 4
#define SPELL_TYPE_HOT_WARD 5
#define SPELL_TYPE_DEBUFF 6
#define SPELL_TYPE_BUFF 7
#define SPELL_TYPE_COMBATBUFF 8
#define SPELL_TYPE_TAUNT 9
#define SPELL_TYPE_DETAUNT 10
#define SPELL_TYPE_REZ 11
#define SPELL_TYPE_CURE 12
struct LUAData{
int8 type;
sint32 int_value;
bool bool_value;
float float_value;
string string_value;
string string_value2;
sint32 int_value2;
float float_value2;
string string_helper;
};
struct SpellScriptTimer {
LuaSpell* spell;
string customFunction;
int32 time;
int32 caster;
int32 target;
bool deleteWhenDone;
};
struct LevelArray{
int8 adventure_class;
int8 tradeskill_class;
int16 spell_level;
};
struct SpellDisplayEffect{
int8 percentage;
int8 subbullet;
string description;
};
struct SpellData{
int32 spell_book_type;
int32 id;
sint16 icon;
int16 icon_heroic_op;
int16 icon_backdrop;
int16 type;
int32 class_skill;
int32 mastery_skill;
int8 ts_loc_index;
int8 num_levels;
int8 tier;
int16 hp_req;
int16 hp_upkeep;
float power_req;
bool power_by_level;
int16 power_upkeep;
int16 savagery_req;
int16 savagery_upkeep;
int16 dissonance_req;
int16 dissonance_upkeep;
int8 target_type;
int16 cast_time;
float recovery;
float recast;
int32 linked_timer;
float radius;
int16 max_aoe_targets;
int8 friendly_spell;
int16 req_concentration;
float range;
int32 duration1;
int32 duration2;
float resistibility;
bool duration_until_cancel;
int8 power_req_percent;
int8 hp_req_percent;
int8 savagery_req_percent;
int8 dissonance_req_percent;
EQ2_8BitString name;
EQ2_16BitString description;
string success_message;
string fade_message;
int8 cast_type;
string lua_script;
int32 call_frequency;
bool interruptable;
int32 spell_visual;
string effect_message;
float min_range;
int8 can_effect_raid;
int8 affect_only_group_members;
int8 group_spell;
float hit_bonus;
int8 display_spell_tier;
int8 is_active;
int8 det_type;
bool incurable;
int8 control_effect_type;
int32 casting_flags;
bool cast_while_moving;
bool persist_though_death;
bool not_maintained;
bool is_aa;
int8 savage_bar;
int8 savage_bar_slot;
int32 soe_spell_crc;
int8 spell_type;
};
class Spell{
public:
~Spell();
Spell();
Spell(SpellData* in_spell);
EQ2Packet* SerializeSpell(Client* client, bool display, bool trait_display = false, int8 packet_type = 0, int8 sub_packet_type = 0, const char* struct_name = 0);
EQ2Packet* SerializeSpecialSpell(Client* client, bool display, int8 packet_type = 0, int8 sub_packet_type = 0);
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);
void AddSpellLevel(int8 adventure_class, int8 tradeskill_class, int16 level);
void AddSpellEffect(int8 percentage, int8 subbullet, string description);
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);
void AddSpellLuaDataInt(int value, int value2, string helper);
void AddSpellLuaDataFloat(float value, float value2, string helper);
void AddSpellLuaDataBool(bool value, string helper);
void AddSpellLuaDataString(string value, string value2, string helper);
int32 GetSpellID();
void SetPacketInformation(PacketStruct* packet, Client* client = 0, bool display_tier = false);
void SetAAPacketInformation(PacketStruct* packet, AltAdvanceData* data, Client* client = 0, bool display_tier = false);
int8 GetSpellTier();
int32 GetSpellDuration();
int16 GetSpellIcon();
int16 GetSpellIconBackdrop();
int16 GetSpellIconHeroicOp();
int16 GetLevelRequired(Client* client);
int16 GetHPRequired(Spawn* spawn);
int16 GetPowerRequired(Spawn* spawn);
int16 GetSavageryRequired(Spawn* spawn);
int16 GetDissonanceRequired(Spawn* spawn);
SpellData* GetSpellData();
bool ScribeAllowed(Player* player);
vector<LUAData*>* GetLUAData();
vector <LevelArray*>* GetSpellLevels();
vector <SpellDisplayEffect*>* GetSpellEffects();
const char* GetName();
const char* GetDescription();
bool IsHealSpell();
bool IsBuffSpell();
bool IsDamageSpell();
bool IsControlSpell();
bool IsOffenseSpell();
void ModifyCastTime(Entity* caster);
bool CastWhileStunned();
bool CastWhileMezzed();
bool CastWhileStifled();
bool CastWhileFeared();
vector<SpellDisplayEffect*> effects;
vector<LUAData*> lua_data;
private:
bool heal_spell;
bool buff_spell;
bool damage_spell;
bool control_spell;
bool offense_spell;
SpellData* spell;
//vector<SpellDisplayEffect*> effects;
vector <LevelArray*> levels;
Mutex MSpellInfo;
};
class MasterSpellList{
public:
MasterSpellList();
~MasterSpellList();
void DestroySpells();
map<string, Spell*> spell_name_map;
map<int32, map<int32, Spell* > > spell_list;
map<int32, Spell*> spell_soecrc_map;
Spell* GetSpell(int32 id, int8 tier);
vector<Spell*>* GetSpellListByAdventureClass(int8 class_id, int16 max_level, int8 max_tier);
vector<Spell*>* GetSpellListByTradeskillClass(int8 class_id, int16 max_level, int8 max_tier);
Spell* GetSpellByName(const char* name);
Spell* GetSpellByCRC(int32 spell_crc);
void Reload();
EQ2Packet* GetSpellPacket(int32 id, int8 tier, Client* client = 0, bool display = false, int8 packet_type = 0);
EQ2Packet* GetAASpellPacket(int32 id, int8 group, Client* client, bool display, int8 packet_type);
EQ2Packet* GetSpecialSpellPacket(int32 id, int8 tier, Client* client = 0, bool display = false, int8 packet_type = 0);
void AddSpell(int32 id, int8 tier, Spell* spell);
Mutex MMasterSpellList;
/// <summary>Gets the correct spell error value for the given version</summary>
/// <param name='version'>Client version</param>
/// <param name='error_index'>ID of the error</param>
/// <returns>The int16 value for the given error and version</returns>
int16 GetSpellErrorValue(int16 version, int8 error_index);
/// <summary>Adds a spell error to the list</summary>
/// <param name='version'>Client version for the error</param>
/// <param name='error_index'>ID for the error</param>
/// <param name='error_value'>Value for the error</param>
void AddSpellError(int16 version, int8 error_index, int16 error_value);
private:
/// <summary>Helper function that gets the closest version in the spell_errors map that is less then or equal to the given version</summary>
/// <param name='version'>Client version</param>
/// <returns>int16 version that is closest to the given version</returns>
int16 GetClosestVersion(int16 version);
// map <version, map<error_index, error_value> >
map<int16, map<int8, int16> > spell_errors;
};
#endif